From 6bb4c5e3fc5ca60ccda588ed9bbae94497a1b65d Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Thu, 18 Apr 2013 14:16:18 +0100 Subject: [PATCH] Preparing for new release --- Phaser/Animations.ts | 246 +- Phaser/Basic.ts | 250 +- Phaser/Cache.ts | 244 +- Phaser/Cameras.ts | 98 +- Phaser/Collision.ts | 891 + Phaser/DynamicTexture.ts | 333 +- Phaser/Emitter.ts | 453 - Phaser/Game.ts | 654 +- Phaser/GameMath.ts | 1884 +- Phaser/GameObject.ts | 499 - Phaser/Group.ts | 1247 +- Phaser/Loader.ts | 582 +- Phaser/Motion.ts | 403 + Phaser/Particle.ts | 104 - Phaser/Phaser.csproj | 47 +- Phaser/Phaser.ts | 20 + Phaser/Signal.ts | 536 +- Phaser/SignalBinding.ts | 9 +- Phaser/Sound.ts | 334 +- Phaser/Sprite.ts | 273 - Phaser/Stage.ts | 388 +- Phaser/State.ts | 126 +- Phaser/Tilemap.ts | 261 - Phaser/Time.ts | 222 +- Phaser/TweenManager.ts | 108 + Phaser/World.ts | 550 +- Phaser/gameobjects/Emitter.ts | 461 + Phaser/gameobjects/GameObject.ts | 494 + Phaser/gameobjects/GeomSprite.ts | 431 + Phaser/gameobjects/Particle.ts | 115 + Phaser/gameobjects/Sprite.ts | 276 + Phaser/gameobjects/Tilemap.ts | 268 + Phaser/geom/Circle.ts | 872 +- Phaser/geom/IntersectResult.ts | 99 + Phaser/geom/Line.ts | 309 + Phaser/geom/Point.ts | 648 +- Phaser/geom/Rectangle.ts | 1124 +- Phaser/phaser.js | 8975 +-------- Phaser/system/Camera.ts | 1240 +- Phaser/system/Device.ts | 1036 +- Phaser/system/LinkedList.ts | 67 +- Phaser/system/QuadTree.ts | 1348 +- Phaser/system/RandomDataGenerator.ts | 514 +- Phaser/system/RequestAnimationFrame.ts | 374 +- Phaser/system/StageScaleMode.ts | 230 +- Phaser/system/Tile.ts | 148 +- Phaser/system/TilemapBuffer.ts | 277 +- Phaser/system/Tween.ts | 240 + Phaser/system/animation/Animation.ts | 230 +- Phaser/system/animation/AnimationLoader.ts | 137 +- Phaser/system/animation/Frame.ts | 124 +- Phaser/system/animation/FrameData.ts | 161 +- Phaser/system/easing/Back.ts | 41 + Phaser/system/easing/Bounce.ts | 53 + Phaser/system/easing/Circular.ts | 38 + Phaser/system/easing/Cubic.ts | 38 + Phaser/system/easing/Elastic.ts | 53 + Phaser/system/easing/Exponential.ts | 40 + Phaser/system/easing/Linear.ts | 25 + Phaser/system/easing/Quadratic.ts | 38 + Phaser/system/easing/Quartic.ts | 38 + Phaser/system/easing/Quintic.ts | 38 + Phaser/system/easing/Sinusoidal.ts | 37 + Phaser/system/input/Finger.ts | 585 +- Phaser/system/input/Input.ts | 141 +- Phaser/system/input/Keyboard.ts | 441 +- Phaser/system/input/Mouse.ts | 153 +- Phaser/system/input/Touch.ts | 774 +- README.md | 15 +- Tests/Tests.csproj | 36 + Tests/assets/sprites/running_bot.json | 22 +- Tests/cameras/camera alpha.js | 16 +- Tests/cameras/camera alpha.ts | 20 +- Tests/cameras/camera bounds.js | 13 +- Tests/cameras/camera bounds.ts | 13 +- Tests/cameras/camera position.js | 13 +- Tests/cameras/camera position.ts | 15 +- Tests/cameras/camera rotation.js | 13 +- Tests/cameras/camera rotation.ts | 13 +- Tests/cameras/camera scale.js | 19 +- Tests/cameras/camera scale.ts | 25 +- Tests/cameras/camera shadow.js | 19 +- Tests/cameras/camera shadow.ts | 25 +- Tests/cameras/camera texture.js | 15 +- Tests/cameras/camera texture.ts | 21 +- Tests/cameras/fade fx.js | 13 +- Tests/cameras/fade fx.ts | 15 +- Tests/cameras/flash fx.js | 13 +- Tests/cameras/flash fx.ts | 15 +- Tests/cameras/focus on.js | 13 +- Tests/cameras/focus on.ts | 15 +- Tests/cameras/follow deadzone.js | 15 +- Tests/cameras/follow deadzone.ts | 17 +- Tests/cameras/follow sprite.js | 13 +- Tests/cameras/follow sprite.ts | 13 +- Tests/cameras/follow topdown.js | 15 +- Tests/cameras/follow topdown.ts | 17 +- Tests/cameras/multicam1.js | 13 +- Tests/cameras/multicam1.ts | 15 +- Tests/cameras/scroll factor.js | 13 +- Tests/cameras/scroll factor.ts | 15 +- Tests/cameras/shake fx.js | 13 +- Tests/cameras/shake fx.ts | 15 +- Tests/collision/collide sprites.js | 13 +- Tests/collision/collide sprites.ts | 17 +- Tests/collision/falling balls.js | 11 +- Tests/collision/falling balls.ts | 17 +- Tests/geometry/circle.js | 19 + Tests/geometry/circle.ts | 30 + Tests/geometry/line.js | 27 + Tests/geometry/line.ts | 40 + Tests/geometry/point.js | 21 + Tests/geometry/point.ts | 33 + Tests/geometry/rect vs rect.js | 18 + Tests/geometry/rect vs rect.ts | 32 + Tests/geometry/rectangle.js | 23 + Tests/geometry/rectangle.ts | 40 + Tests/groups/basic group.js | 14 +- Tests/groups/basic group.ts | 18 +- Tests/input/mouse scale.js | 15 +- Tests/input/mouse scale.ts | 15 +- Tests/mini games/formula 1.js | 17 +- Tests/mini games/formula 1.ts | 21 +- Tests/misc/multi game.js | 23 +- Tests/misc/multi game.ts | 23 +- Tests/particles/basic emitter.js | 6 +- Tests/particles/basic emitter.ts | 8 +- Tests/particles/graphic emitter.js | 6 +- Tests/particles/graphic emitter.ts | 8 +- Tests/particles/multiple streams.js | 6 +- Tests/particles/multiple streams.ts | 18 +- Tests/particles/sprite emitter.js | 8 +- Tests/particles/sprite emitter.ts | 12 +- Tests/particles/when particles collide.js | 6 +- Tests/particles/when particles collide.ts | 10 +- Tests/phaser.js | 19865 +++++++++++-------- Tests/sprites/animate by framename.js | 34 + Tests/sprites/animate by framename.ts | 40 + Tests/sprites/animation 1.js | 13 +- Tests/sprites/animation 1.ts | 15 +- Tests/sprites/dynamic texture 1.js | 6 +- Tests/sprites/dynamic texture 1.ts | 8 +- Tests/sprites/dynamic texture 2.js | 15 +- Tests/sprites/dynamic texture 2.ts | 21 +- Tests/sprites/mark of the bunny.js | 8 +- Tests/sprites/mark of the bunny.ts | 10 +- Tests/sprites/rotation.js | 24 + Tests/sprites/rotation.ts | 43 + Tests/sprites/texture atlas 2.js | 5 +- Tests/sprites/texture atlas 2.ts | 7 +- Tests/sprites/texture atlas 3.js | 5 +- Tests/sprites/texture atlas 3.ts | 7 +- Tests/sprites/texture atlas 4.js | 5 +- Tests/sprites/texture atlas 4.ts | 15 +- Tests/sprites/texture atlas.js | 5 +- Tests/sprites/texture atlas.ts | 7 +- Tests/sprites/velocity.js | 15 +- Tests/sprites/velocity.ts | 17 +- Tests/tilemap/basic tilemap.js | 20 +- Tests/tilemap/basic tilemap.ts | 26 +- Tests/tweens/bounce.js | 22 + Tests/tweens/bounce.ts | 36 + Tests/tweens/elastic.js | 15 + Tests/tweens/elastic.ts | 24 + build/phaser.js | 11344 +++++++++++ 165 files changed, 37278 insertions(+), 29038 deletions(-) create mode 100644 Phaser/Collision.ts delete mode 100644 Phaser/Emitter.ts delete mode 100644 Phaser/GameObject.ts create mode 100644 Phaser/Motion.ts delete mode 100644 Phaser/Particle.ts create mode 100644 Phaser/Phaser.ts delete mode 100644 Phaser/Sprite.ts delete mode 100644 Phaser/Tilemap.ts create mode 100644 Phaser/TweenManager.ts create mode 100644 Phaser/gameobjects/Emitter.ts create mode 100644 Phaser/gameobjects/GameObject.ts create mode 100644 Phaser/gameobjects/GeomSprite.ts create mode 100644 Phaser/gameobjects/Particle.ts create mode 100644 Phaser/gameobjects/Sprite.ts create mode 100644 Phaser/gameobjects/Tilemap.ts create mode 100644 Phaser/geom/IntersectResult.ts create mode 100644 Phaser/geom/Line.ts create mode 100644 Phaser/system/Tween.ts create mode 100644 Phaser/system/easing/Back.ts create mode 100644 Phaser/system/easing/Bounce.ts create mode 100644 Phaser/system/easing/Circular.ts create mode 100644 Phaser/system/easing/Cubic.ts create mode 100644 Phaser/system/easing/Elastic.ts create mode 100644 Phaser/system/easing/Exponential.ts create mode 100644 Phaser/system/easing/Linear.ts create mode 100644 Phaser/system/easing/Quadratic.ts create mode 100644 Phaser/system/easing/Quartic.ts create mode 100644 Phaser/system/easing/Quintic.ts create mode 100644 Phaser/system/easing/Sinusoidal.ts create mode 100644 Tests/geometry/circle.js create mode 100644 Tests/geometry/circle.ts create mode 100644 Tests/geometry/line.js create mode 100644 Tests/geometry/line.ts create mode 100644 Tests/geometry/point.js create mode 100644 Tests/geometry/point.ts create mode 100644 Tests/geometry/rect vs rect.js create mode 100644 Tests/geometry/rect vs rect.ts create mode 100644 Tests/geometry/rectangle.js create mode 100644 Tests/geometry/rectangle.ts create mode 100644 Tests/sprites/animate by framename.js create mode 100644 Tests/sprites/animate by framename.ts create mode 100644 Tests/sprites/rotation.js create mode 100644 Tests/sprites/rotation.ts create mode 100644 Tests/tweens/bounce.js create mode 100644 Tests/tweens/bounce.ts create mode 100644 Tests/tweens/elastic.js create mode 100644 Tests/tweens/elastic.ts create mode 100644 build/phaser.js diff --git a/Phaser/Animations.ts b/Phaser/Animations.ts index 13e6578d6..d2625d833 100644 --- a/Phaser/Animations.ts +++ b/Phaser/Animations.ts @@ -1,145 +1,167 @@ -/// /// -/// +/// /// /// /// /// -class Animations { +module Phaser { - constructor(game: Game, parent: Sprite) { + export class Animations { - this._game = game; - this._parent = parent; - this._anims = {}; + constructor(game: Game, parent: Sprite) { - } + this._game = game; + this._parent = parent; + this._anims = {}; - private _game: Game; - private _parent: Sprite; - - private _anims: {}; - private _frameIndex: number; - private _frameData: FrameData = null; - - public currentAnim: Animation; - public currentFrame: Frame = null; - - public loadFrameData(frameData: FrameData) { - - this._frameData = frameData; - - this.frame = 0; - - } - - public add(name: string, frames:number[] = null, frameRate: number = 60, loop: bool = false) { - - if (this._frameData == null) - { - return; } - if (frames == null) - { - frames = this._frameData.getFrameIndexes(); + private _game: Game; + private _parent: Sprite; + + private _anims: {}; + private _frameIndex: number; + private _frameData: FrameData = null; + + public currentAnim: Animation; + public currentFrame: Frame = null; + + public loadFrameData(frameData: FrameData) { + + this._frameData = frameData; + + this.frame = 0; + } - else - { - if (this.validateFrames(frames) == false) + + public add(name: string, frames: any[] = null, frameRate: number = 60, loop: bool = false, useNumericIndex: bool = true) { + + if (this._frameData == null) { return; } - } - this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); - - this.currentAnim = this._anims[name]; - - } - - private validateFrames(frames:number[]):bool { - - var result = true; - - for (var i = 0; i < frames.length; i++) - { - if (frames[i] > this._frameData.total) + if (frames == null) { - return false; + frames = this._frameData.getFrameIndexes(); + } + else + { + if (this.validateFrames(frames, useNumericIndex) == false) + { + return; + } } - } - } + if (useNumericIndex == false) + { + frames = this._frameData.getFrameIndexesByName(frames); + } - public play(name: string, frameRate?: number = null, loop?: bool) { + this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); - if (this._anims[name]) - { this.currentAnim = this._anims[name]; - this.currentAnim.play(frameRate, loop); + } - - } - public stop(name: string) { + private validateFrames(frames: any[], useNumericIndex: bool): bool { + + for (var i = 0; i < frames.length; i++) + { + if (useNumericIndex == true) + { + if (frames[i] > this._frameData.total) + { + return false; + } + } + else + { + if (this._frameData.checkFrameName(frames[i]) == false) + { + return false; + } + } + } + + return true; - if (this._anims[name]) - { - this.currentAnim = this._anims[name]; - this.currentAnim.stop(); } - - } - public update() { + public play(name: string, frameRate?: number = null, loop?: bool) { + + if (this._anims[name]) + { + this.currentAnim = this._anims[name]; + this.currentAnim.play(frameRate, loop); + } + + } + + public stop(name: string) { + + if (this._anims[name]) + { + this.currentAnim = this._anims[name]; + this.currentAnim.stop(); + } + + } + + public update() { + + if (this.currentAnim && this.currentAnim.update() == true) + { + this.currentFrame = this.currentAnim.currentFrame; + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + } + + } + + public get frameData(): FrameData { + return this._frameData; + } + + public get frameTotal(): number { + return this._frameData.total; + } + + public get frame(): number { + return this._frameIndex; + } + + public set frame(value: number) { + + this.currentFrame = this._frameData.getFrame(value); + + if (this.currentFrame !== null) + { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = value; + } + + } + + public get frameName(): string { + return this.currentFrame.name; + } + + public set frameName(value: string) { + + this.currentFrame = this._frameData.getFrameByName(value); + + if (this.currentFrame !== null) + { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = this.currentFrame.index; + } - if (this.currentAnim && this.currentAnim.update() == true) - { - this.currentFrame = this.currentAnim.currentFrame; - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; } } - public get frameTotal(): number { - return this._frameData.total; - } - - public get frame(): number { - return this._frameIndex; - } - - public set frame(value: number) { - - this.currentFrame = this._frameData.getFrame(value); - - if (this.currentFrame !== null) - { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = value; - } - - } - - public get frameName(): string { - return this.currentFrame.name; - } - - public set frameName(value: string) { - - this.currentFrame = this._frameData.getFrameByName(value); - - if (this.currentFrame !== null) - { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = this.currentFrame.index; - } - - } - -} +} \ No newline at end of file diff --git a/Phaser/Basic.ts b/Phaser/Basic.ts index a9abfa8ed..7cad98976 100644 --- a/Phaser/Basic.ts +++ b/Phaser/Basic.ts @@ -9,130 +9,136 @@ * @author Richard Davey */ -class Basic { +/** +* Phaser +*/ - /** - * Instantiate the basic object. - */ - constructor(game:Game) { +module Phaser { - this._game = game; - this.ID = -1; - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.isGroup = false; - this.ignoreDrawDebug = false; + export class Basic { + + /** + * Instantiate the basic object. + */ + constructor(game: Game) { + + this._game = game; + this.ID = -1; + this.exists = true; + this.active = true; + this.visible = true; + this.alive = true; + this.isGroup = false; + this.ignoreDrawDebug = false; + + } + + /** + * The essential reference to the main game object + */ + public _game: Game; + + /** + * Allows you to give this object a name. Useful for debugging, but not actually used internally. + */ + public name: string = ''; + + /** + * IDs seem like they could be pretty useful, huh? + * They're not actually used for anything yet though. + */ + public ID: number; + + /** + * A boolean to store if this object is a Group or not. + * Saves us an expensive typeof check inside of core loops. + */ + public isGroup: bool; + + /** + * Controls whether update() and draw() are automatically called by FlxState/FlxGroup. + */ + public exists: bool; + + /** + * Controls whether update() is automatically called by FlxState/FlxGroup. + */ + public active: bool; + + /** + * Controls whether draw() is automatically called by FlxState/FlxGroup. + */ + public visible: bool; + + /** + * Useful state for many game objects - "dead" (!alive) vs alive. + * kill() and revive() both flip this switch (along with exists, but you can override that). + */ + public alive: bool; + + /** + * Setting this to true will prevent the object from appearing + * when the visual debug mode in the debugger overlay is toggled on. + */ + public ignoreDrawDebug: bool; + + /** + * Override this to null out iables or manually call + * destroy() on class members if necessary. + * Don't forget to call super.destroy()! + */ + public destroy() { } + + /** + * Pre-update is called right before update() on each object in the game loop. + */ + public preUpdate() { + } + + /** + * Override this to update your class's position and appearance. + * This is where most of your game rules and behavioral code will go. + */ + public update() { + } + + /** + * Post-update is called right after update() on each object in the game loop. + */ + public postUpdate() { + } + + public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) { + } + + /** + * Handy for "killing" game objects. + * Default behavior is to flag them as nonexistent AND dead. + * However, if you want the "corpse" to remain in the game, + * like to animate an effect or whatever, you should override this, + * setting only alive to false, and leaving exists true. + */ + public kill() { + this.alive = false; + this.exists = false; + } + + /** + * Handy for bringing game objects "back to life". Just sets alive and exists back to true. + * In practice, this is most often called by FlxObject.reset(). + */ + public revive() { + this.alive = true; + this.exists = true; + } + + /** + * Convert object to readable string name. Useful for debugging, save games, etc. + */ + public toString(): string { + return ""; + } } - /** - * The essential reference to the main game object - */ - public _game: Game; - - /** - * Allows you to give this object a name. Useful for debugging, but not actually used internally. - */ - public name: string = ''; - - /** - * IDs seem like they could be pretty useful, huh? - * They're not actually used for anything yet though. - */ - public ID: number; - - /** - * A boolean to store if this object is a Group or not. - * Saves us an expensive typeof check inside of core loops. - */ - public isGroup: bool; - - /** - * Controls whether update() and draw() are automatically called by FlxState/FlxGroup. - */ - public exists: bool; - - /** - * Controls whether update() is automatically called by FlxState/FlxGroup. - */ - public active: bool; - - /** - * Controls whether draw() is automatically called by FlxState/FlxGroup. - */ - public visible: bool; - - /** - * Useful state for many game objects - "dead" (!alive) vs alive. - * kill() and revive() both flip this switch (along with exists, but you can override that). - */ - public alive: bool; - - /** - * Setting this to true will prevent the object from appearing - * when the visual debug mode in the debugger overlay is toggled on. - */ - public ignoreDrawDebug: bool; - - /** - * Override this to null out iables or manually call - * destroy() on class members if necessary. - * Don't forget to call super.destroy()! - */ - public destroy() { } - - /** - * Pre-update is called right before update() on each object in the game loop. - */ - public preUpdate() { - } - - /** - * Override this to update your class's position and appearance. - * This is where most of your game rules and behavioral code will go. - */ - public update() { - } - - /** - * Post-update is called right after update() on each object in the game loop. - */ - public postUpdate() { - } - - public render(camera:Camera, cameraOffsetX: number, cameraOffsetY: number) { - } - - /** - * Handy for "killing" game objects. - * Default behavior is to flag them as nonexistent AND dead. - * However, if you want the "corpse" to remain in the game, - * like to animate an effect or whatever, you should override this, - * setting only alive to false, and leaving exists true. - */ - public kill() { - this.alive = false; - this.exists = false; - } - - /** - * Handy for bringing game objects "back to life". Just sets alive and exists back to true. - * In practice, this is most often called by FlxObject.reset(). - */ - public revive() { - this.alive = true; - this.exists = true; - } - - /** - * Convert object to readable string name. Useful for debugging, save games, etc. - */ - public toString(): string { - //return FlxU.getClassName(this, true); - return ""; - } - -} - +} \ No newline at end of file diff --git a/Phaser/Cache.ts b/Phaser/Cache.ts index b9a328e0a..13cbd7147 100644 --- a/Phaser/Cache.ts +++ b/Phaser/Cache.ts @@ -1,163 +1,171 @@ -/// +/// -class Cache { +/** +* Phaser +*/ - constructor(game: Game) { +module Phaser { - this._game = game; + export class Cache { - this._canvases = {}; - this._images = {}; - this._sounds = {}; - this._text = {}; + constructor(game: Game) { - } + this._game = game; - private _game: Game; - - private _canvases; - private _images; - private _sounds; - private _text; + this._canvases = {}; + this._images = {}; + this._sounds = {}; + this._text = {}; - public addCanvas(key: string, canvas:HTMLCanvasElement, context:CanvasRenderingContext2D) { - - this._canvases[key] = { canvas: canvas, context: context }; - - } - - public addSpriteSheet(key: string, url:string, data, frameWidth:number, frameHeight:number, frameMax:number) { - - this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight }; - this._images[key].frameData = AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); - - } - - public addTextureAtlas(key: string, url:string, data, jsonData) { - - this._images[key] = { url: url, data: data, spriteSheet: true }; - this._images[key].frameData = AnimationLoader.parseJSONData(this._game, jsonData); - - } - - public addImage(key: string, url:string, data) { - - this._images[key] = { url: url, data: data, spriteSheet: false }; - - } - - public addSound(key: string, url:string, data) { - - this._sounds[key] = { url: url, data: data, decoded: false }; - - } - - public decodedSound(key: string, data) { - - this._sounds[key].data = data; - this._sounds[key].decoded = true; - - } - - public addText(key: string, url:string, data) { - - this._text[key] = { url: url, data: data }; - - } - - public getCanvas(key: string) { - - if (this._canvases[key]) - { - return this._canvases[key].canvas; } - return null; + private _game: Game; - } + private _canvases; + private _images; + private _sounds; + private _text; - public getImage(key: string) { + public addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D) { + + this._canvases[key] = { canvas: canvas, context: context }; - if (this._images[key]) - { - return this._images[key].data; } - return null; + public addSpriteSheet(key: string, url: string, data, frameWidth: number, frameHeight: number, frameMax: number) { - } + this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight }; + this._images[key].frameData = AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); - public getFrameData(key: string):FrameData { - - if (this._images[key] && this._images[key].spriteSheet == true) - { - return this._images[key].frameData; } - return null; + public addTextureAtlas(key: string, url: string, data, jsonData) { - } + this._images[key] = { url: url, data: data, spriteSheet: true }; + this._images[key].frameData = AnimationLoader.parseJSONData(this._game, jsonData); - public getSound(key: string) { - - if (this._sounds[key]) - { - return this._sounds[key].data; } - return null; + public addImage(key: string, url: string, data) { - } + this._images[key] = { url: url, data: data, spriteSheet: false }; - public isSoundDecoded(key: string): bool { - - if (this._sounds[key]) - { - return this._sounds[key].decoded; } - } + public addSound(key: string, url: string, data) { - public isSpriteSheet(key: string): bool { + this._sounds[key] = { url: url, data: data, decoded: false }; - if (this._images[key]) - { - return this._images[key].spriteSheet; } - } + public decodedSound(key: string, data) { - public getText(key: string) { + this._sounds[key].data = data; + this._sounds[key].decoded = true; - if (this._text[key]) - { - return this._text[key].data; } - return null; + public addText(key: string, url: string, data) { - } + this._text[key] = { url: url, data: data }; - public destroy() { - - for (var item in this._canvases) - { - delete this._canvases[item['key']]; } - for (var item in this._images) - { - delete this._images[item['key']]; + public getCanvas(key: string) { + + if (this._canvases[key]) + { + return this._canvases[key].canvas; + } + + return null; + } - for (var item in this._sounds) - { - delete this._sounds[item['key']]; + public getImage(key: string) { + + if (this._images[key]) + { + return this._images[key].data; + } + + return null; + } - for (var item in this._text) - { - delete this._text[item['key']]; + public getFrameData(key: string): FrameData { + + if (this._images[key] && this._images[key].spriteSheet == true) + { + return this._images[key].frameData; + } + + return null; + + } + + public getSound(key: string) { + + if (this._sounds[key]) + { + return this._sounds[key].data; + } + + return null; + + } + + public isSoundDecoded(key: string): bool { + + if (this._sounds[key]) + { + return this._sounds[key].decoded; + } + + } + + public isSpriteSheet(key: string): bool { + + if (this._images[key]) + { + return this._images[key].spriteSheet; + } + + } + + public getText(key: string) { + + if (this._text[key]) + { + return this._text[key].data; + } + + return null; + + } + + public destroy() { + + for (var item in this._canvases) + { + delete this._canvases[item['key']]; + } + + for (var item in this._images) + { + delete this._images[item['key']]; + } + + for (var item in this._sounds) + { + delete this._sounds[item['key']]; + } + + for (var item in this._text) + { + delete this._text[item['key']]; + } + } } diff --git a/Phaser/Cameras.ts b/Phaser/Cameras.ts index 9802c9085..287990f11 100644 --- a/Phaser/Cameras.ts +++ b/Phaser/Cameras.ts @@ -1,79 +1,83 @@ /// -/// -/// -/// /// // TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct // TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more -class Cameras { +/** +* Phaser +*/ - constructor(game: Game, x: number, y: number, width: number, height: number) { +module Phaser { - this._game = game; + export class Cameras { - this._cameras = []; + constructor(game: Game, x: number, y: number, width: number, height: number) { - this.current = this.addCamera(x, y, width, height); + this._game = game; - } + this._cameras = []; - private _game: Game; + this.current = this.addCamera(x, y, width, height); - private _cameras: Camera[]; + } - public current: Camera; + private _game: Game; - public getAll(): Camera[] { - return this._cameras; - } + private _cameras: Camera[]; - public update() { - this._cameras.forEach((camera) => camera.update()); - } + public current: Camera; - public render() { - this._cameras.forEach((camera) => camera.render()); - } + public getAll(): Camera[] { + return this._cameras; + } - public addCamera(x: number, y: number, width: number, height: number): Camera { + public update() { + this._cameras.forEach((camera) => camera.update()); + } - var newCam: Camera = new Camera(this._game, this._cameras.length, x, y, width, height); + public render() { + this._cameras.forEach((camera) => camera.render()); + } - this._cameras.push(newCam); + public addCamera(x: number, y: number, width: number, height: number): Camera { - return newCam; + var newCam: Camera = new Camera(this._game, this._cameras.length, x, y, width, height); - } + this._cameras.push(newCam); - public removeCamera(id: number): bool { + return newCam; - if (this._cameras[id]) - { - if (this.current === this._cameras[id]) + } + + public removeCamera(id: number): bool { + + if (this._cameras[id]) { - this.current = null; + if (this.current === this._cameras[id]) + { + this.current = null; + } + + this._cameras.splice(id, 1); + + return true; + } + else + { + return false; } - this._cameras.splice(id, 1); - - return true; } - else - { - return false; + + public destroy() { + + this._cameras.length = 0; + + this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); + } } - public destroy() { - - this._cameras.length = 0; - - this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); - - } - -} - +} \ No newline at end of file diff --git a/Phaser/Collision.ts b/Phaser/Collision.ts new file mode 100644 index 000000000..091910452 --- /dev/null +++ b/Phaser/Collision.ts @@ -0,0 +1,891 @@ +/// +/// +/// +/// +/// +/// +/// + +/** +* Phaser - Collision +*/ + +module Phaser { + + export class Collision { + + constructor(game: Game) { + + this._game = game; + + } + + private _game: Game; + + public static LEFT: number = 0x0001; + public static RIGHT: number = 0x0010; + public static UP: number = 0x0100; + public static DOWN: number = 0x1000; + public static NONE: number = 0; + public static CEILING: number = Collision.UP; + public static FLOOR: number = Collision.DOWN; + public static WALL: number = Collision.LEFT | Collision.RIGHT; + public static ANY: number = Collision.LEFT | Collision.RIGHT | Collision.UP | Collision.DOWN; + public static OVERLAP_BIAS: number = 4; + + /** + * ------------------------------------------------------------------------------------------- + * Lines + * ------------------------------------------------------------------------------------------- + **/ + + /** + * Check if the two given Line objects intersect + * @method lineToLine + * @param {Phaser.Line} The first line object to check + * @param {Phaser.Line} The second line object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineToLine(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult { + + var denom = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2); + + if (denom !== 0) + { + output.result = true; + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; + } + + return output; + } + + /** + * Check if the Line and Line Segment intersects + * @method lineToLineSegment + * @param {Phaser.Line} The line object to check + * @param {Phaser.Line} The line segment object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineToLineSegment(line1: Line, seg: Line, output?: IntersectResult = new IntersectResult): IntersectResult { + + var denom = (line1.x1 - line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 - seg.x2); + + if (denom !== 0) + { + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.x1 - seg.x2) - (line1.x1 - line1.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; + + var maxX = Math.max(seg.x1, seg.x2); + var minX = Math.min(seg.x1, seg.x2); + var maxY = Math.max(seg.y1, seg.y2); + var minY = Math.min(seg.y1, seg.y2); + + //if (!(output.x <= maxX && output.x >= minX) || !(output.y <= maxY && output.y >= minY)) + if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) + { + output.result = true; + } + + } + + return output; + + } + + /** + * Check if the Line and Line Segment intersects + * @method lineToLineSegment + * @param {Phaser.Line} The line object to check + * @param {number} The x1 value + * @param {number} The y1 value + * @param {number} The x2 value + * @param {number} The y2 value + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineToRawSegment(line: Line, x1: number, y1: number, x2: number, y2: number, output?: IntersectResult = new IntersectResult): IntersectResult { + + var denom = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2); + + if (denom !== 0) + { + output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denom; + output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denom; + + var maxX = Math.max(x1, x2); + var minX = Math.min(x1, x2); + var maxY = Math.max(y1, y2); + var minY = Math.min(y1, y2); + + if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) + { + output.result = true; + } + + } + + return output; + + } + + /** + * Check if the Line and Ray intersects + * @method lineToRay + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Line} The Ray object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult { + + var denom = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2); + + if (denom !== 0) + { + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; + output.result = true; // true unless either of the 2 following conditions are met + + if (!(ray.x1 >= ray.x2) && output.x < ray.x1) + { + output.result = false; + } + + if (!(ray.y1 >= ray.y2) && output.y < ray.y1) + { + output.result = false; + } + } + + return output; + + } + + /** + * Check if the Line and Circle intersects + * @method lineToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + public static lineToCircle(line: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { + + // Get a perpendicular line running to the center of the circle + if (line.perp(circle.x, circle.y).length <= circle.radius) + { + output.result = true; + } + + return output; + + } + + /** + * Check if the Line intersects each side of the Rectangle + * @method lineToRectangle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Rectangle} The Rectangle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + public static lineToRectangle(line: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { + + // Top of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output); + + if (output.result === true) + { + return output; + } + + // Left of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output); + + if (output.result === true) + { + return output; + } + + // Bottom of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output); + + if (output.result === true) + { + return output; + } + + // Right of the Rectangle vs the Line + this.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output); + + return output; + + } + + /** + * ------------------------------------------------------------------------------------------- + * Line Segment + * ------------------------------------------------------------------------------------------- + **/ + + /** + * Check if Line1 intersects with Line2 + * @method lineSegmentToLineSegment + * @param {Phaser.Line} The first line object to check + * @param {Phaser.Line} The second line object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineSegmentToLineSegment(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult { + + this.lineToLineSegment(line1, line2, output); + + if (output.result === true) + { + if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) + && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) + { + output.result = false; + } + } + + return output; + } + + /** + * Check if the Line Segment intersects with the Ray + * @method lineSegmentToRay + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Line} The Line Ray object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineSegmentToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult { + + this.lineToRay(line1, ray, output); + + if (output.result === true) + { + if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) + && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) + { + output.result = false; + } + } + + return output; + + } + + /** + * Check if the Line Segment intersects with the Circle + * @method lineSegmentToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineSegmentToCircle(seg: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { + + var perp = seg.perp(circle.x, circle.y); + + if (perp.length <= circle.radius) + { + // Line intersects circle - check if segment does + var maxX = Math.max(seg.x1, seg.x2); + var minX = Math.min(seg.x1, seg.x2); + var maxY = Math.max(seg.y1, seg.y2); + var minY = Math.min(seg.y1, seg.y2); + + if ((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY)) + { + output.result = true; + } + else + { + // Worst case - segment doesn't traverse center, so no perpendicular connection. + if (this.circleContainsPoint(circle, { x: seg.x1, y: seg.y1 }) || this.circleContainsPoint(circle, { x: seg.x2, y: seg.y2 })) + { + output.result = true; + } + } + + } + + return output; + } + + /** + * Check if the Line Segment intersects with the Rectangle + * @method lineSegmentToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + public static lineSegmentToRectangle(seg: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { + + if (rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2)) + { + output.result = true; + } + else + { + // Top of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output); + + if (output.result === true) + { + return output; + } + + // Left of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output); + + if (output.result === true) + { + return output; + } + + // Bottom of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output); + + if (output.result === true) + { + return output; + } + + // Right of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output); + + return output; + + } + + return output; + + } + + /** + * ------------------------------------------------------------------------------------------- + * Ray + * ------------------------------------------------------------------------------------------- + **/ + + /** + * Check if the two given Circle objects intersect + * @method circleToCircle + * @param {Phaser.Circle} The first circle object to check + * @param {Phaser.Circle} The second circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + public static rayToRectangle(ray: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { + + // Currently just finds first intersection - might not be closest to ray pt1 + this.lineToRectangle(ray, rect, output); + + return output; + + } + + /** + * Check whether a ray intersects a line segment, returns the parametric value where the intersection occurs. + * @method rayToLineSegment + * @static + * @param {Number} rayx1. The origin x of the ray. + * @param {Number} rayy1. The origin y of the ray. + * @param {Number} rayx2. The direction x of the ray. + * @param {Number} rayy2. The direction y of the ray. + * @param {Number} linex1. The x of the first point of the line segment. + * @param {Number} liney1. The y of the first point of the line segment. + * @param {Number} linex2. The x of the second point of the line segment. + * @param {Number} liney2. The y of the second point of the line segment. + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection stored in x + **/ + public static rayToLineSegment(rayx1, rayy1, rayx2, rayy2, linex1, liney1, linex2, liney2, output?: IntersectResult = new IntersectResult): IntersectResult { + + var r, s, d; + + // Check lines are not parallel + if ((rayy2 - rayy1) / (rayx2 - rayx1) != (liney2 - liney1) / (linex2 - linex1)) + { + d = (((rayx2 - rayx1) * (liney2 - liney1)) - (rayy2 - rayy1) * (linex2 - linex1)); + + if (d != 0) + { + r = (((rayy1 - liney1) * (linex2 - linex1)) - (rayx1 - linex1) * (liney2 - liney1)) / d; + s = (((rayy1 - liney1) * (rayx2 - rayx1)) - (rayx1 - linex1) * (rayy2 - rayy1)) / d; + + if (r >= 0) + { + if (s >= 0 && s <= 1) + { + output.result = true; + output.x = rayx1 + r * (rayx2 - rayx1), rayy1 + r * (rayy2 - rayy1); + } + } + } + } + + return output; + + } + + /** + * ------------------------------------------------------------------------------------------- + * Rectangles + * ------------------------------------------------------------------------------------------- + **/ + + /** + * Determines whether the specified point is contained within the rectangular region defined by the Rectangle object. + * @method pointToRectangle + * @param {Point} point The point object being checked. + * @param {Rectangle} rect The rectangle object being checked. + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/result + **/ + public static pointToRectangle(point: Point, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { + + output.setTo(point.x, point.y); + + output.result = rect.containsPoint(point); + + return output; + + } + + /** + * Check whether two axis aligned rectangles intersect. Return the intersecting rectangle dimensions if they do. + * @method rectangleToRectangle + * @param {Phaser.Rectangle} The first Rectangle object + * @param {Phaser.Rectangle} The second Rectangle object + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/width/height + **/ + public static rectangleToRectangle(rect1: Rectangle, rect2: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { + + var leftX = Math.max(rect1.x, rect2.x); + var rightX = Math.min(rect1.right, rect2.right); + var topY = Math.max(rect1.y, rect2.y); + var bottomY = Math.min(rect1.bottom, rect2.bottom); + + output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY); + + var cx = output.x + output.width * .5; + var cy = output.y + output.height * .5; + + if ((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom)) + { + output.result = true; + } + + return output; + + } + + public static rectangleToCircle(rect: Rectangle, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { + + return this.circleToRectangle(circle, rect, output); + + } + + /** + * ------------------------------------------------------------------------------------------- + * Circle + * ------------------------------------------------------------------------------------------- + **/ + + /** + * Check if the two given Circle objects intersect + * @method circleToCircle + * @param {Phaser.Circle} The first circle object to check + * @param {Phaser.Circle} The second circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + public static circleToCircle(circle1: Circle, circle2: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { + + output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= this.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y); + + return output; + + } + + /** + * Check if the given Rectangle intersects with the given Circle + * @method circleToRectangle + * @param {Phaser.Circle} The circle object to check + * @param {Phaser.Rectangle} The Rectangle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + public static circleToRectangle(circle: Circle, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { + + var inflatedRect: Rectangle = rect.clone(); + + inflatedRect.inflate(circle.radius, circle.radius); + + output.result = inflatedRect.contains(circle.x, circle.y); + + return output; + + } + + /** + * Check if the given Point is found within the given Circle + * @method circleContainsPoint + * @param {Phaser.Circle} The circle object to check + * @param {Phaser.Point} The point object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + public static circleContainsPoint(circle: Circle, point: Point, output?: IntersectResult = new IntersectResult): IntersectResult { + + output.result = circle.radius * circle.radius >= this.distanceSquared(circle.x, circle.y, point.x, point.y); + + return output; + + } + + /** + * ------------------------------------------------------------------------------------------- + * Game Object Collision + * ------------------------------------------------------------------------------------------- + **/ + + /** + * Call this function to see if one GameObject overlaps another. + * Can be called with one object and one group, or two groups, or two objects, + * whatever floats your boat! For maximum performance try bundling a lot of objects + * together using a Group (or even bundling groups together!). + * + *

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

+ * + * @param ObjectOrGroup1 The first object or group you want to check. + * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first it knows to just do a comparison within that group. + * @param NotifyCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. + * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects! + * + * @return Whether any overlaps were detected. + */ + public overlap(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null): bool { + + if (ObjectOrGroup1 == null) + { + ObjectOrGroup1 = this._game.world.group; + } + + if (ObjectOrGroup2 == ObjectOrGroup1) + { + ObjectOrGroup2 = null; + } + + QuadTree.divisions = this._game.world.worldDivisions; + + var quadTree: QuadTree = new QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); + + quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback); + + var result: bool = quadTree.execute(); + + quadTree.destroy(); + + quadTree = null; + + return result; + + } + + /** + * The main collision resolution in flixel. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated. + */ + public static separate(Object1, Object2): bool { + + var separatedX: bool = Collision.separateX(Object1, Object2); + var separatedY: bool = Collision.separateY(Object1, Object2); + + return separatedX || separatedY; + + } + + /** + * The X-axis component of the object separation process. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated along the X axis. + */ + public static separateX(Object1, Object2): bool { + + //can't separate two immovable objects + var obj1immovable: bool = Object1.immovable; + var obj2immovable: bool = Object2.immovable; + + if (obj1immovable && obj2immovable) + { + return false; + } + + //If one of the objects is a tilemap, just pass it off. + /* + if (typeof Object1 === 'Tilemap') + { + return Object1.overlapsWithCallback(Object2, separateX); + } + + if (typeof Object2 === 'Tilemap') + { + return Object2.overlapsWithCallback(Object1, separateX, true); + } + */ + + //First, get the two object deltas + var overlap: number = 0; + var obj1delta: number = Object1.x - Object1.last.x; + var obj2delta: number = Object2.x - Object2.last.x; + + if (obj1delta != obj2delta) + { + //Check if the X hulls actually overlap + var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta; + var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta; + var obj1rect: Rectangle = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height); + var obj2rect: Rectangle = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height); + + if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) + { + var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; + + //If they did overlap (and can), figure out by how much and flip the corresponding flags + if (obj1delta > obj2delta) + { + overlap = Object1.x + Object1.width - Object2.x; + + if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.RIGHT) || !(Object2.allowCollisions & Collision.LEFT)) + { + overlap = 0; + } + else + { + Object1.touching |= Collision.RIGHT; + Object2.touching |= Collision.LEFT; + } + } + else if (obj1delta < obj2delta) + { + overlap = Object1.x - Object2.width - Object2.x; + + if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.LEFT) || !(Object2.allowCollisions & Collision.RIGHT)) + { + overlap = 0; + } + else + { + Object1.touching |= Collision.LEFT; + Object2.touching |= Collision.RIGHT; + } + + } + + } + } + + //Then adjust their positions and velocities accordingly (if there was any overlap) + if (overlap != 0) + { + var obj1v: number = Object1.velocity.x; + var obj2v: number = Object2.velocity.x; + + if (!obj1immovable && !obj2immovable) + { + overlap *= 0.5; + Object1.x = Object1.x - overlap; + Object2.x += overlap; + + var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); + var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); + var average: number = (obj1velocity + obj2velocity) * 0.5; + obj1velocity -= average; + obj2velocity -= average; + Object1.velocity.x = average + obj1velocity * Object1.elasticity; + Object2.velocity.x = average + obj2velocity * Object2.elasticity; + } + else if (!obj1immovable) + { + Object1.x = Object1.x - overlap; + Object1.velocity.x = obj2v - obj1v * Object1.elasticity; + } + else if (!obj2immovable) + { + Object2.x += overlap; + Object2.velocity.x = obj1v - obj2v * Object2.elasticity; + } + + return true; + } + else + { + return false; + } + + } + + /** + * The Y-axis component of the object separation process. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated along the Y axis. + */ + public static separateY(Object1, Object2): bool { + + //can't separate two immovable objects + + var obj1immovable: bool = Object1.immovable; + var obj2immovable: bool = Object2.immovable; + + if (obj1immovable && obj2immovable) + return false; + + //If one of the objects is a tilemap, just pass it off. + /* + if (typeof Object1 === 'Tilemap') + { + return Object1.overlapsWithCallback(Object2, separateY); + } + + if (typeof Object2 === 'Tilemap') + { + return Object2.overlapsWithCallback(Object1, separateY, true); + } + */ + + //First, get the two object deltas + var overlap: number = 0; + var obj1delta: number = Object1.y - Object1.last.y; + var obj2delta: number = Object2.y - Object2.last.y; + + if (obj1delta != obj2delta) + { + //Check if the Y hulls actually overlap + var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta; + var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta; + var obj1rect: Rectangle = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs); + var obj2rect: Rectangle = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs); + + if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) + { + var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; + + //If they did overlap (and can), figure out by how much and flip the corresponding flags + if (obj1delta > obj2delta) + { + overlap = Object1.y + Object1.height - Object2.y; + + if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.DOWN) || !(Object2.allowCollisions & Collision.UP)) + { + overlap = 0; + } + else + { + Object1.touching |= Collision.DOWN; + Object2.touching |= Collision.UP; + } + } + else if (obj1delta < obj2delta) + { + overlap = Object1.y - Object2.height - Object2.y; + + if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.UP) || !(Object2.allowCollisions & Collision.DOWN)) + { + overlap = 0; + } + else + { + Object1.touching |= Collision.UP; + Object2.touching |= Collision.DOWN; + } + } + } + } + + //Then adjust their positions and velocities accordingly (if there was any overlap) + if (overlap != 0) + { + var obj1v: number = Object1.velocity.y; + var obj2v: number = Object2.velocity.y; + + if (!obj1immovable && !obj2immovable) + { + overlap *= 0.5; + Object1.y = Object1.y - overlap; + Object2.y += overlap; + + var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); + var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); + var average: number = (obj1velocity + obj2velocity) * 0.5; + obj1velocity -= average; + obj2velocity -= average; + Object1.velocity.y = average + obj1velocity * Object1.elasticity; + Object2.velocity.y = average + obj2velocity * Object2.elasticity; + } + else if (!obj1immovable) + { + Object1.y = Object1.y - overlap; + Object1.velocity.y = obj2v - obj1v * Object1.elasticity; + //This is special case code that handles cases like horizontal moving platforms you can ride + if (Object2.active && Object2.moves && (obj1delta > obj2delta)) + { + Object1.x += Object2.x - Object2.last.x; + } + } + else if (!obj2immovable) + { + Object2.y += overlap; + Object2.velocity.y = obj1v - obj2v * Object2.elasticity; + //This is special case code that handles cases like horizontal moving platforms you can ride + if (Object1.active && Object1.moves && (obj1delta < obj2delta)) + { + Object2.x += Object1.x - Object1.last.x; + } + } + + return true; + } + else + { + return false; + } + } + + + /** + * ------------------------------------------------------------------------------------------- + * Distance + * ------------------------------------------------------------------------------------------- + **/ + + public static distance(x1: number, y1: number, x2: number, y2: number) { + return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); + } + + public static distanceSquared(x1: number, y1: number, x2: number, y2: number) { + return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); + } + + + } + +} \ No newline at end of file diff --git a/Phaser/DynamicTexture.ts b/Phaser/DynamicTexture.ts index 2e000cae9..c3cff62d6 100644 --- a/Phaser/DynamicTexture.ts +++ b/Phaser/DynamicTexture.ts @@ -1,205 +1,212 @@ /// -class DynamicTexture { +/** +* Phaser +*/ - constructor(game: Game, key: string, width: number, height: number) { +module Phaser { - this._game = game; + export class DynamicTexture { - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); + constructor(game: Game, key: string, width: number, height: number) { - this.bounds = new Rectangle(0, 0, width, height); + this._game = game; - } + this.canvas = document.createElement('canvas'); + this.canvas.width = width; + this.canvas.height = height; + this.context = this.canvas.getContext('2d'); - private _game: Game; + this.bounds = new Rectangle(0, 0, width, height); - private _sx: number = 0; - private _sy: number = 0; - private _sw: number = 0; - private _sh: number = 0; - private _dx: number = 0; - private _dy: number = 0; - private _dw: number = 0; - private _dh: number = 0; + } - // Input / Output nodes? + private _game: Game; - public bounds: Rectangle; - public canvas: HTMLCanvasElement; - public context: CanvasRenderingContext2D; + private _sx: number = 0; + private _sy: number = 0; + private _sw: number = 0; + private _sh: number = 0; + private _dx: number = 0; + private _dy: number = 0; + private _dw: number = 0; + private _dh: number = 0; - public getPixel(x: number, y: number): number { + // Input / Output nodes? - //r = imageData.data[0]; - //g = imageData.data[1]; - //b = imageData.data[2]; - //a = imageData.data[3]; - var imageData = this.context.getImageData(x, y, 1, 1); + public bounds: Rectangle; + public canvas: HTMLCanvasElement; + public context: CanvasRenderingContext2D; - return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); + public getPixel(x: number, y: number): number { - } + //r = imageData.data[0]; + //g = imageData.data[1]; + //b = imageData.data[2]; + //a = imageData.data[3]; + var imageData = this.context.getImageData(x, y, 1, 1); - public getPixel32(x: number, y: number) { + return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); - var imageData = this.context.getImageData(x, y, 1, 1); + } - return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); - - } + public getPixel32(x: number, y: number) { - // Returns a CanvasPixelArray - public getPixels(rect:Rectangle) { - - return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); - - } + var imageData = this.context.getImageData(x, y, 1, 1); - public setPixel(x: number, y: number, color:number) { - - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - - } + return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); - public setPixel32(x: number, y: number, color:number) { - - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - - } + } - public setPixels(rect:Rectangle, input) { + // Returns a CanvasPixelArray + public getPixels(rect: Rectangle) { - this.context.putImageData(input, rect.x, rect.y); - - } + return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); - public fillRect(rect: Rectangle, color: number) { + } - this.context.fillStyle = color; - this.context.fillRect(rect.x, rect.y, rect.width, rect.height); + public setPixel(x: number, y: number, color: number) { - } + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); - public pasteImage(key: string, frame?: number = -1, destX?: number = 0, destY?: number = 0, destWidth?: number = null, destHeight?: number = null) { + } - var texture = null; - var frameData; + public setPixel32(x: number, y: number, color: number) { - this._sx = 0; - this._sy = 0; - this._dx = destX; - this._dy = destY; + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); - // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot - if (frame > -1) - { - //if (this._game.cache.isSpriteSheet(key)) - //{ - // texture = this._game.cache.getImage(key); + } + + public setPixels(rect: Rectangle, input) { + + this.context.putImageData(input, rect.x, rect.y); + + } + + public fillRect(rect: Rectangle, color: number) { + + this.context.fillStyle = color; + this.context.fillRect(rect.x, rect.y, rect.width, rect.height); + + } + + public pasteImage(key: string, frame?: number = -1, destX?: number = 0, destY?: number = 0, destWidth?: number = null, destHeight?: number = null) { + + var texture = null; + var frameData; + + this._sx = 0; + this._sy = 0; + this._dx = destX; + this._dy = destY; + + // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot + if (frame > -1) + { + //if (this._game.cache.isSpriteSheet(key)) + //{ + // texture = this._game.cache.getImage(key); //this.animations.loadFrameData(this._game.cache.getFrameData(key)); - //} - } - else - { - texture = this._game.cache.getImage(key); - this._sw = texture.width; - this._sh = texture.height; - this._dw = texture.width; - this._dh = texture.height; + //} + } + else + { + texture = this._game.cache.getImage(key); + this._sw = texture.width; + this._sh = texture.height; + this._dw = texture.width; + this._dh = texture.height; + } + + if (destWidth !== null) + { + this._dw = destWidth; + } + + if (destHeight !== null) + { + this._dh = destHeight; + } + + if (texture != null) + { + this.context.drawImage( + texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh // Destination Height (always same as Source Height unless scaled) + ); + } + } - if (destWidth !== null) - { - this._dw = destWidth; + // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false + public copyPixels(sourceTexture: DynamicTexture, sourceRect: Rectangle, destPoint: Point) { + + // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call + if (sourceRect.equals(this.bounds) == true) + { + this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); + } + else + { + this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); + } + } - if (destHeight !== null) - { - this._dh = destHeight; + public clear() { + + this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); + } - if (texture != null) - { - this.context.drawImage( - texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh // Destination Height (always same as Source Height unless scaled) - ); + public get width(): number { + return this.bounds.width; + } + + public get height(): number { + return this.bounds.height; + } + + /** + * Given an alpha and 3 color values this will return an integer representation of it + * + * @param alpha The Alpha value (between 0 and 255) + * @param red The Red channel value (between 0 and 255) + * @param green The Green channel value (between 0 and 255) + * @param blue The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xAARRGGBB) + */ + private getColor32(alpha: number, red: number, green: number, blue: number): number { + + return alpha << 24 | red << 16 | green << 8 | blue; + + } + + /** + * Given 3 color values this will return an integer representation of it + * + * @param red The Red channel value (between 0 and 255) + * @param green The Green channel value (between 0 and 255) + * @param blue The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xRRGGBB) + */ + private getColor(red: number, green: number, blue: number): number { + + return red << 16 | green << 8 | blue; + } } - // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false - public copyPixels(sourceTexture: DynamicTexture, sourceRect: Rectangle, destPoint: Point) { - - // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call - if (sourceRect.equals(this.bounds) == true) - { - this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); - } - else - { - this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); - } - - } - - public clear() { - - this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); - - } - - public get width(): number { - return this.bounds.width; - } - - public get height(): number { - return this.bounds.height; - } - - /** - * Given an alpha and 3 color values this will return an integer representation of it - * - * @param alpha The Alpha value (between 0 and 255) - * @param red The Red channel value (between 0 and 255) - * @param green The Green channel value (between 0 and 255) - * @param blue The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xAARRGGBB) - */ - private getColor32(alpha: number, red: number, green: number, blue: number): number { - - return alpha << 24 | red << 16 | green << 8 | blue; - - } - - /** - * Given 3 color values this will return an integer representation of it - * - * @param red The Red channel value (between 0 and 255) - * @param green The Green channel value (between 0 and 255) - * @param blue The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xRRGGBB) - */ - private getColor(red: number, green: number, blue: number): number { - - return red << 16 | green << 8 | blue; - - } - - } \ No newline at end of file diff --git a/Phaser/Emitter.ts b/Phaser/Emitter.ts deleted file mode 100644 index a6736d82b..000000000 --- a/Phaser/Emitter.ts +++ /dev/null @@ -1,453 +0,0 @@ -/// -/// -/// - -/** - * Emitter is a lightweight particle emitter. - * It can be used for one-time explosions or for - * continuous fx like rain and fire. Emitter - * is not optimized or anything; all it does is launch - * Particle objects out at set intervals - * by setting their positions and velocities accordingly. - * It is easy to use and relatively efficient, - * relying on Group's RECYCLE POWERS. - * - * @author Adam Atomic - * @author Richard Davey - */ -class Emitter extends Group { - - /** - * Creates a new FlxEmitter object at a specific position. - * Does NOT automatically generate or attach particles! - * - * @param X The X position of the emitter. - * @param Y The Y position of the emitter. - * @param Size Optional, specifies a maximum capacity for this emitter. - */ - constructor(game: Game, X: number = 0, Y: number = 0, Size: number = 0) { - super(game, Size); - this.x = X; - this.y = Y; - this.width = 0; - this.height = 0; - this.minParticleSpeed = new Point(-100, -100); - this.maxParticleSpeed = new Point(100, 100); - this.minRotation = -360; - this.maxRotation = 360; - this.gravity = 0; - this.particleClass = null; - this.particleDrag = new Point(); - this.frequency = 0.1; - this.lifespan = 3; - this.bounce = 0; - this._quantity = 0; - this._counter = 0; - this._explode = true; - this.on = false; - this._point = new Point(); - } - - /** - * The X position of the top left corner of the emitter in world space. - */ - public x: number; - - /** - * The Y position of the top left corner of emitter in world space. - */ - public y: number; - - /** - * The width of the emitter. Particles can be randomly generated from anywhere within this box. - */ - public width: number; - - /** - * The height of the emitter. Particles can be randomly generated from anywhere within this box. - */ - public height: number; - - /** - * The minimum possible velocity of a particle. - * The default value is (-100,-100). - */ - public minParticleSpeed: Point; - - /** - * The maximum possible velocity of a particle. - * The default value is (100,100). - */ - public maxParticleSpeed: Point; - - /** - * The X and Y drag component of particles launched from the emitter. - */ - public particleDrag: Point; - - /** - * The minimum possible angular velocity of a particle. The default value is -360. - * NOTE: rotating particles are more expensive to draw than non-rotating ones! - */ - public minRotation: number; - - /** - * The maximum possible angular velocity of a particle. The default value is 360. - * NOTE: rotating particles are more expensive to draw than non-rotating ones! - */ - public maxRotation: number; - - /** - * Sets the acceleration.y member of each particle to this value on launch. - */ - public gravity: number; - - /** - * Determines whether the emitter is currently emitting particles. - * It is totally safe to directly toggle this. - */ - public on: bool; - - /** - * How often a particle is emitted (if emitter is started with Explode == false). - */ - public frequency: number; - - /** - * How long each particle lives once it is emitted. - * Set lifespan to 'zero' for particles to live forever. - */ - public lifespan: number; - - /** - * How much each particle should bounce. 1 = full bounce, 0 = no bounce. - */ - public bounce: number; - - /** - * Set your own particle class type here. - * Default is Particle. - */ - public particleClass; - - /** - * Internal helper for deciding how many particles to launch. - */ - private _quantity: number; - - /** - * Internal helper for the style of particle emission (all at once, or one at a time). - */ - private _explode: bool; - - /** - * Internal helper for deciding when to launch particles or kill them. - */ - private _timer: number; - - /** - * Internal counter for figuring out how many particles to launch. - */ - private _counter: number; - - /** - * Internal point object, handy for reusing for memory mgmt purposes. - */ - private _point: Point; - - /** - * Clean up memory. - */ - public destroy() { - this.minParticleSpeed = null; - this.maxParticleSpeed = null; - this.particleDrag = null; - this.particleClass = null; - this._point = null; - super.destroy(); - } - - /** - * 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 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). - */ - public makeParticles(Graphics, Quantity: number = 50, BakedRotations: number = 16, Multiple: bool = false, Collide: number = 0.8): Emitter { - - this.maxSize = Quantity; - - var totalFrames: number = 1; - - /* - if(Multiple) - { - var sprite:Sprite = new Sprite(this._game); - sprite.loadGraphic(Graphics,true); - totalFrames = sprite.frames; - sprite.destroy(); - } - */ - - var randomFrame: number; - var particle: Particle; - var i: number = 0; - - while (i < Quantity) - { - if (this.particleClass == null) - { - particle = new Particle(this._game); - } - else - { - particle = new this.particleClass(this._game); - } - - if (Multiple) - { - /* - randomFrame = this._game.math.random()*totalFrames; - if(BakedRotations > 0) - particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame); - else - { - particle.loadGraphic(Graphics,true); - particle.frame = randomFrame; - } - */ - } - else - { - /* - if (BakedRotations > 0) - particle.loadRotatedGraphic(Graphics,BakedRotations); - else - particle.loadGraphic(Graphics); - */ - - if (Graphics) - { - particle.loadGraphic(Graphics); - } - - } - - if (Collide > 0) - { - particle.width *= Collide; - particle.height *= Collide; - //particle.centerOffsets(); - } - else - { - particle.allowCollisions = GameObject.NONE; - } - - particle.exists = false; - - this.add(particle); - - i++; - } - - return this; - } - - /** - * Called automatically by the game loop, decides when to launch particles and when to "die". - */ - public update() { - - if (this.on) - { - if (this._explode) - { - this.on = false; - - var i: number = 0; - var l: number = this._quantity; - - if ((l <= 0) || (l > this.length)) - { - l = this.length; - } - - while (i < l) - { - this.emitParticle(); - i++; - } - - this._quantity = 0; - } - else - { - this._timer += this._game.time.elapsed; - - while ((this.frequency > 0) && (this._timer > this.frequency) && this.on) - { - this._timer -= this.frequency; - this.emitParticle(); - - if ((this._quantity > 0) && (++this._counter >= this._quantity)) - { - this.on = false; - this._quantity = 0; - } - } - } - } - - super.update(); - - } - - /** - * Call this function to turn off all the particles and the emitter. - */ - public kill() { - - this.on = false; - - super.kill(); - - } - - /** - * Call this function to start emitting particles. - * - * @param Explode Whether the particles should all burst out at once. - * @param Lifespan How long each particle lives once emitted. 0 = forever. - * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds. - * @param Quantity How many particles to launch. 0 = "all of the particles". - */ - public start(Explode: bool = true, Lifespan: number = 0, Frequency: number = 0.1, Quantity: number = 0) { - - this.revive(); - - this.visible = true; - this.on = true; - - this._explode = Explode; - this.lifespan = Lifespan; - this.frequency = Frequency; - this._quantity += Quantity; - - this._counter = 0; - this._timer = 0; - - } - - /** - * This function can be used both internally and externally to emit the next particle. - */ - public emitParticle() { - - var particle: Particle = this.recycle(Particle); - - particle.lifespan = this.lifespan; - particle.elasticity = this.bounce; - particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height); - particle.visible = true; - - if (this.minParticleSpeed.x != this.maxParticleSpeed.x) - { - particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x); - } - else - { - particle.velocity.x = this.minParticleSpeed.x; - } - - if (this.minParticleSpeed.y != this.maxParticleSpeed.y) - { - particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y); - } - else - { - particle.velocity.y = this.minParticleSpeed.y; - } - - particle.acceleration.y = this.gravity; - - if (this.minRotation != this.maxRotation) - { - particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation); - } - else - { - particle.angularVelocity = this.minRotation; - } - - if (particle.angularVelocity != 0) - { - particle.angle = this._game.math.random() * 360 - 180; - } - - particle.drag.x = this.particleDrag.x; - particle.drag.y = this.particleDrag.y; - particle.onEmit(); - - } - - /** - * A more compact way of setting the width and height of the emitter. - * - * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions). - * @param Height The desired height of the emitter. - */ - public setSize(Width: number, Height: number) { - this.width = Width; - this.height = Height; - } - - /** - * A more compact way of setting the X velocity range of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - public setXSpeed(Min: number = 0, Max: number = 0) { - this.minParticleSpeed.x = Min; - this.maxParticleSpeed.x = Max; - } - - /** - * A more compact way of setting the Y velocity range of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - public setYSpeed(Min: number = 0, Max: number = 0) { - this.minParticleSpeed.y = Min; - this.maxParticleSpeed.y = Max; - } - - /** - * A more compact way of setting the angular velocity constraints of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - public setRotation(Min: number = 0, Max: number = 0) { - this.minRotation = Min; - this.maxRotation = Max; - } - - /** - * Change the emitter's midpoint to match the midpoint of a FlxObject. - * - * @param Object The FlxObject that you want to sync up with. - */ - public at(Object) { - Object.getMidpoint(this._point); - this.x = this._point.x - (this.width >> 1); - this.y = this._point.y - (this.height >> 1); - } -} diff --git a/Phaser/Game.ts b/Phaser/Game.ts index fb0fceb74..44ee807c4 100644 --- a/Phaser/Game.ts +++ b/Phaser/Game.ts @@ -1,377 +1,401 @@ +/// +/// /// /// -/// +/// +/// +/// /// /// +/// +/// +/// /// -/// /// /// -/// +/// /// -/// -/// -/// /// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// /** * Phaser * -* v0.8 - April 15th 2013 -* -* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi. -* * Richard Davey (@photonstorm) * Adam Saltsman (@ADAMATOMIC) (original Flixel code) -* -* "If you want your children to be intelligent, read them fairy tales." -* "If you want them to be more intelligent, read them more fairy tales." -* -- Albert Einstein */ -class Game { +module Phaser { - constructor(callbackContext, parent?:string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) { + export class Game { - this.callbackContext = callbackContext; - this.onInitCallback = initCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; + constructor(callbackContext, parent?: string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) { - if (document.readyState === 'complete' || document.readyState === 'interactive') - { - this.boot(parent, width, height); - } - else - { - document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false); - } - - } + this.callbackContext = callbackContext; + this.onInitCallback = initCallback; + this.onCreateCallback = createCallback; + this.onUpdateCallback = updateCallback; + this.onRenderCallback = renderCallback; - public static VERSION: string = 'Phaser version 0.8'; - - private _raf: RequestAnimationFrame; - private _maxAccumulation: number = 32; - private _accumulator: number = 0; - private _step: number = 0; - private _loadComplete: bool = false; - private _paused: bool = false; - private _pendingState = null; - - // Event callbacks - public callbackContext; - public onInitCallback = null; - public onCreateCallback = null; - public onUpdateCallback = null; - public onRenderCallback = null; - public onPausedCallback = null; - - public camera: Camera; // quick reference to the default created camera, access the rest via .world - public cache: Cache; - public input: Input; - public loader: Loader; - public sound: SoundManager; - public stage: Stage; - public time: Time; - public math: GameMath; - public world: World; - public rnd: RandomDataGenerator; - public device: Device; - - public isBooted: bool = false; - - private boot(parent:string, width: number, height: number) { - - if (!document.body) - { - window.setTimeout(() => this.boot(parent, width, height), 13); - } - else - { - this.device = new Device(); - this.stage = new Stage(this, parent, width, height); - this.world = new World(this, width, height); - this.sound = new SoundManager(this); - this.cache = new Cache(this); - this.loader = new Loader(this, this.loadComplete); - this.time = new Time(this); - this.input = new Input(this); - this.math = new GameMath(this); - this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]); - - this.framerate = 60; - - // Display the default game screen? - if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) + if (document.readyState === 'complete' || document.readyState === 'interactive') { - this.isBooted = false; - this.stage.drawInitScreen(); + this.boot(parent, width, height); } else { - this.isBooted = true; - this._loadComplete = false; + document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false); + } - this._raf = new RequestAnimationFrame(this.loop, this); + } - if (this._pendingState) + private _raf: RequestAnimationFrame; + private _maxAccumulation: number = 32; + private _accumulator: number = 0; + private _step: number = 0; + private _loadComplete: bool = false; + private _paused: bool = false; + private _pendingState = null; + + // Event callbacks + public callbackContext; + public onInitCallback = null; + public onCreateCallback = null; + public onUpdateCallback = null; + public onRenderCallback = null; + public onPausedCallback = null; + + public camera: Camera; // quick reference to the default created camera, access the rest via .world + public cache: Cache; + public collision: Collision; + public input: Input; + public loader: Loader; + public math: GameMath; + public motion: Motion; + public sound: SoundManager; + public stage: Stage; + public time: Time; + public tweens: TweenManager; + public world: World; + public rnd: RandomDataGenerator; + public device: Device; + + public isBooted: bool = false; + + private boot(parent: string, width: number, height: number) { + + if (!document.body) + { + window.setTimeout(() => this.boot(parent, width, height), 13); + } + else + { + this.device = new Device(); + this.motion = new Motion(this); + this.math = new GameMath(this); + this.stage = new Stage(this, parent, width, height); + this.world = new World(this, width, height); + this.sound = new SoundManager(this); + this.cache = new Cache(this); + this.collision = new Collision(this); + this.loader = new Loader(this, this.loadComplete); + this.time = new Time(this); + this.tweens = new TweenManager(this); + this.input = new Input(this); + this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]); + + this.framerate = 60; + + // Display the default game screen? + if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { - this.switchState(this._pendingState, false, false); + this.isBooted = false; + this.stage.drawInitScreen(); } else { - this.startState(); + this.isBooted = true; + this._loadComplete = false; + + this._raf = new RequestAnimationFrame(this.loop, this); + + if (this._pendingState) + { + this.switchState(this._pendingState, false, false); + } + else + { + this.startState(); + } + } } } - } - - private loadComplete() { - - // Called when the loader has finished after init was run - this._loadComplete = true; - - } - - private loop() { - - if (this._paused == true) - { - if (this.onPausedCallback !== null) - { - this.onPausedCallback.call(this.callbackContext); - } - - return; - - } - - this.time.update(); - this.input.update(); - this.stage.update(); - - this._accumulator += this.time.delta; - - if (this._accumulator > this._maxAccumulation) - { - this._accumulator = this._maxAccumulation; - } - - while (this._accumulator >= this._step) - { - this.time.elapsed = this.time.timeScale * (this._step / 1000); - this.world.update(); - this._accumulator = this._accumulator - this._step; - } - - if (this._loadComplete && this.onUpdateCallback) - { - this.onUpdateCallback.call(this.callbackContext); - } - - this.world.render(); - - if (this._loadComplete && this.onRenderCallback) - { - this.onRenderCallback.call(this.callbackContext); - } - - } - - private startState() { - - if (this.onInitCallback !== null) - { - this.onInitCallback.call(this.callbackContext); - } - else - { - // No init? Then there was nothing to load either - if (this.onCreateCallback !== null) - { - this.onCreateCallback.call(this.callbackContext); - } + private loadComplete() { + // Called when the loader has finished after init was run this._loadComplete = true; + } - } + private loop() { - public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) { + this.time.update(); + this.tweens.update(); - this.onInitCallback = initCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; + if (this._paused == true) + { + if (this.onPausedCallback !== null) + { + this.onPausedCallback.call(this.callbackContext); + } - } + return; - public switchState(state, clearWorld: bool = true, clearCache:bool = false) { + } + + this.input.update(); + this.stage.update(); + + this._accumulator += this.time.delta; + + if (this._accumulator > this._maxAccumulation) + { + this._accumulator = this._maxAccumulation; + } + + while (this._accumulator >= this._step) + { + this.time.elapsed = this.time.timeScale * (this._step / 1000); + this.world.update(); + this._accumulator = this._accumulator - this._step; + } + + if (this._loadComplete && this.onUpdateCallback) + { + this.onUpdateCallback.call(this.callbackContext); + } + + this.world.render(); + + if (this._loadComplete && this.onRenderCallback) + { + this.onRenderCallback.call(this.callbackContext); + } - if (this.isBooted == false) - { - this._pendingState = state; - return; } - // Prototype? - if (typeof state === 'function') - { - state = new state(this); + private startState() { + + if (this.onInitCallback !== null) + { + this.onInitCallback.call(this.callbackContext); + } + else + { + // No init? Then there was nothing to load either + if (this.onCreateCallback !== null) + { + this.onCreateCallback.call(this.callbackContext); + } + + this._loadComplete = true; + } + } - // Ok, have we got the right functions? - if (state['create'] || state['update']) - { - this.callbackContext = state; + public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) { + this.onInitCallback = initCallback; + this.onCreateCallback = createCallback; + this.onUpdateCallback = updateCallback; + this.onRenderCallback = renderCallback; + + } + + public switchState(state, clearWorld: bool = true, clearCache: bool = false) { + + if (this.isBooted == false) + { + this._pendingState = state; + return; + } + + // Prototype? + if (typeof state === 'function') + { + state = new state(this); + } + + // Ok, have we got the right functions? + if (state['create'] || state['update']) + { + this.callbackContext = state; + + this.onInitCallback = null; + this.onCreateCallback = null; + this.onUpdateCallback = null; + this.onRenderCallback = null; + this.onPausedCallback = null; + + // Bingo, let's set them up + if (state['init']) + { + this.onInitCallback = state['init']; + } + + if (state['create']) + { + this.onCreateCallback = state['create']; + } + + if (state['update']) + { + this.onUpdateCallback = state['update']; + } + + if (state['render']) + { + this.onRenderCallback = state['render']; + } + + if (state['paused']) + { + this.onPausedCallback = state['paused']; + } + + if (clearWorld) + { + this.world.destroy(); + + if (clearCache == true) + { + this.cache.destroy(); + } + } + + this._loadComplete = false; + + this.startState(); + } + else + { + throw Error("Invalid State object given. Must contain at least a create or update function."); + return; + } + + } + + // Nuke the whole game from orbit + public destroy() { + + this.callbackContext = null; this.onInitCallback = null; this.onCreateCallback = null; this.onUpdateCallback = null; this.onRenderCallback = null; this.onPausedCallback = null; + this.camera = null; + this.cache = null; + this.input = null; + this.loader = null; + this.sound = null; + this.stage = null; + this.time = null; + this.world = null; + this.isBooted = false; - // Bingo, let's set them up - if (state['init']) - { - this.onInitCallback = state['init']; - } - - if (state['create']) - { - this.onCreateCallback = state['create']; - } - - if (state['update']) - { - this.onUpdateCallback = state['update']; - } - - if (state['render']) - { - this.onRenderCallback = state['render']; - } - - if (state['paused']) - { - this.onPausedCallback = state['paused']; - } - - if (clearWorld) - { - this.world.destroy(); - - if (clearCache == true) - { - this.cache.destroy(); - } - } - - this._loadComplete = false; - - this.startState(); } - else - { - throw Error("Invalid State object given. Must contain at least a create or update function."); - return; + + public get paused(): bool { + return this._paused; + } + + public set paused(value: bool) { + + if (value == true && this._paused == false) + { + this._paused = true; + } + else if (value == false && this._paused == true) + { + this._paused = false; + this.time.time = Date.now(); + this.input.reset(); + } + + } + + public get framerate(): number { + return 1000 / this._step; + } + + public set framerate(value: number) { + + this._step = 1000 / value; + + if (this._maxAccumulation < this._step) + { + this._maxAccumulation = this._step; + } + + } + + // Handy Proxy methods + + public createCamera(x: number, y: number, width: number, height: number): Camera { + return this.world.createCamera(x, y, width, height); + } + + public createGeomSprite(x: number, y: number): GeomSprite { + return this.world.createGeomSprite(x, y); + } + + public createSprite(x: number, y: number, key?: string = ''): Sprite { + return this.world.createSprite(x, y, key); + } + + public createDynamicTexture(key: string, width: number, height: number): DynamicTexture { + return this.world.createDynamicTexture(key, width, height); + } + + public createGroup(MaxSize?: number = 0): Group { + return this.world.createGroup(MaxSize); + } + + public createParticle(): Particle { + return this.world.createParticle(); + } + + public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter { + return this.world.createEmitter(x, y, size); + } + + public createTilemap(key: string, mapData: string, format: number, tileWidth?: number, tileHeight?: number): Tilemap { + return this.world.createTilemap(key, mapData, format, tileWidth, tileHeight); + } + + public createTween(obj): Tween { + return this.tweens.create(obj); + } + + public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool { + return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate); } } - // Nuke the whole game from orbit - public destroy() { - - this.callbackContext = null; - this.onInitCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - this.camera = null; - this.cache = null; - this.input = null; - this.loader = null; - this.sound = null; - this.stage = null; - this.time = null; - this.math = null; - this.world = null; - this.isBooted = false; - - } - - public get pause(): bool { - return this._paused; - } - - public set pause(value:bool) { - - if (value == true && this._paused == false) - { - this._paused = true; - } - else if (value == false && this._paused == true) - { - this._paused = false; - this.time.time = Date.now(); - this.input.reset(); - } - - } - - public get framerate(): number { - return 1000 / this._step; - } - - public set framerate(value: number) { - - this._step = 1000 / value; - - if (this._maxAccumulation < this._step) - { - this._maxAccumulation = this._step; - } - - } - - // Handy Proxy methods - - public createCamera(x: number, y: number, width: number, height: number): Camera { - return this.world.createCamera(x, y, width, height); - } - - public createSprite(x: number, y: number, key?: string = ''): Sprite { - return this.world.createSprite(x, y, key); - } - - public createDynamicTexture(key: string, width: number, height: number): DynamicTexture { - return this.world.createDynamicTexture(key, width, height); - } - - public createGroup(MaxSize?: number = 0): Group { - return this.world.createGroup(MaxSize); - } - - public createParticle(): Particle { - return this.world.createParticle(); - } - - public createEmitter(x?: number = 0, y?: number = 0, size?:number = 0): Emitter { - return this.world.createEmitter(x, y, size); - } - - public createTilemap(key:string, mapData:string, format:number, tileWidth?:number,tileHeight?:number): Tilemap { - return this.world.createTilemap(key, mapData, format, tileWidth, tileHeight); - } - - public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool { - return this.world.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, World.separate); - } - -} +} \ No newline at end of file diff --git a/Phaser/GameMath.ts b/Phaser/GameMath.ts index 20d8cd5aa..84e2ffb67 100644 --- a/Phaser/GameMath.ts +++ b/Phaser/GameMath.ts @@ -10,534 +10,642 @@ * @author Richard Davey */ -class GameMath { +module Phaser { - constructor(game: Game) { + export class GameMath { - this._game = game; + constructor(game: Game) { - } + this._game = game; - private _game: Game; - - public static PI: number = 3.141592653589793; //number pi - public static PI_2: number = 1.5707963267948965; //PI / 2 OR 90 deg - public static PI_4: number = 0.7853981633974483; //PI / 4 OR 45 deg - public static PI_8: number = 0.39269908169872413; //PI / 8 OR 22.5 deg - public static PI_16: number = 0.19634954084936206; //PI / 16 OR 11.25 deg - public static TWO_PI: number = 6.283185307179586; //2 * PI OR 180 deg - public static THREE_PI_2: number = 4.7123889803846895; //3 * PI_2 OR 270 deg - public static E: number = 2.71828182845905; //number e - public static LN10: number = 2.302585092994046; //ln(10) - public static LN2: number = 0.6931471805599453; //ln(2) - public static LOG10E: number = 0.4342944819032518; //logB10(e) - public static LOG2E: number = 1.442695040888963387; //logB2(e) - public static SQRT1_2: number = 0.7071067811865476; //sqrt( 1 / 2 ) - public static SQRT2: number = 1.4142135623730951; //sqrt( 2 ) - public static DEG_TO_RAD: number = 0.017453292519943294444444444444444; //PI / 180; - public static RAD_TO_DEG: number = 57.295779513082325225835265587527; // 180.0 / PI; - - public static B_16: number = 65536;//2^16 - public static B_31: number = 2147483648;//2^31 - public static B_32: number = 4294967296;//2^32 - public static B_48: number = 281474976710656;//2^48 - public static B_53: number = 9007199254740992;//2^53 !!NOTE!! largest accurate double floating point whole value - public static B_64: number = 18446744073709551616;//2^64 !!NOTE!! Not accurate see B_53 - - public static ONE_THIRD: number = 0.333333333333333333333333333333333; // 1.0/3.0; - public static TWO_THIRDS: number = 0.666666666666666666666666666666666; // 2.0/3.0; - public static ONE_SIXTH: number = 0.166666666666666666666666666666666; // 1.0/6.0; - - public static COS_PI_3: number = 0.86602540378443864676372317075294;//COS( PI / 3 ) - public static SIN_2PI_3: number = 0.03654595;// SIN( 2*PI/3 ) - - public static CIRCLE_ALPHA: number = 0.5522847498307933984022516322796; //4*(Math.sqrt(2)-1)/3.0; - - public static ON: bool = true; - public static OFF: bool = false; - - public static SHORT_EPSILON: number = 0.1;//round integer epsilon - public static PERC_EPSILON: number = 0.001;//percentage epsilon - public static EPSILON: number = 0.0001;//single float average epsilon - public static LONG_EPSILON: number = 0.00000001;//arbitrary 8 digit epsilon - - public cosTable = []; - public sinTable = []; - - public computeMachineEpsilon(): number { - // Machine epsilon ala Eispack - var fourThirds: number = 4.0 / 3.0; - var third: number = fourThirds - 1.0; - var one: number = third + third + third; - return Math.abs(1.0 - one); - } - - public fuzzyEqual(a: number, b: number, epsilon: number = 0.0001): bool { - return Math.abs(a - b) < epsilon; - } - - public fuzzyLessThan(a: number, b: number, epsilon: number = 0.0001): bool { - return a < b + epsilon; - } - - public fuzzyGreaterThan(a: number, b: number, epsilon: number = 0.0001): bool { - return a > b - epsilon; - } - - public fuzzyCeil(val: number, epsilon: number = 0.0001): number { - return Math.ceil(val - epsilon); - } - - public fuzzyFloor(val: number, epsilon: number = 0.0001): number { - return Math.floor(val + epsilon); - } - - public average(...args: any[]): number { - var avg: number = 0; - - for (var i = 0; i < args.length; i++) - { - avg += args[i]; } - return avg / args.length; - } + private _game: Game; - public slam(value: number, target: number, epsilon: number = 0.0001): number { - return (Math.abs(value - target) < epsilon) ? target : value; - } + public static PI: number = 3.141592653589793; //number pi + public static PI_2: number = 1.5707963267948965; //PI / 2 OR 90 deg + public static PI_4: number = 0.7853981633974483; //PI / 4 OR 45 deg + public static PI_8: number = 0.39269908169872413; //PI / 8 OR 22.5 deg + public static PI_16: number = 0.19634954084936206; //PI / 16 OR 11.25 deg + public static TWO_PI: number = 6.283185307179586; //2 * PI OR 180 deg + public static THREE_PI_2: number = 4.7123889803846895; //3 * PI_2 OR 270 deg + public static E: number = 2.71828182845905; //number e + public static LN10: number = 2.302585092994046; //ln(10) + public static LN2: number = 0.6931471805599453; //ln(2) + public static LOG10E: number = 0.4342944819032518; //logB10(e) + public static LOG2E: number = 1.442695040888963387; //logB2(e) + public static SQRT1_2: number = 0.7071067811865476; //sqrt( 1 / 2 ) + public static SQRT2: number = 1.4142135623730951; //sqrt( 2 ) + public static DEG_TO_RAD: number = 0.017453292519943294444444444444444; //PI / 180; + public static RAD_TO_DEG: number = 57.295779513082325225835265587527; // 180.0 / PI; - /** - * ratio of value to a range - */ - public percentageMinMax(val: number, max: number, min: number = 0): number { - val -= min; - max -= min; + public static B_16: number = 65536;//2^16 + public static B_31: number = 2147483648;//2^31 + public static B_32: number = 4294967296;//2^32 + public static B_48: number = 281474976710656;//2^48 + public static B_53: number = 9007199254740992;//2^53 !!NOTE!! largest accurate double floating point whole value + public static B_64: number = 18446744073709551616;//2^64 !!NOTE!! Not accurate see B_53 - if (!max) return 0; - else return val / max; - } + public static ONE_THIRD: number = 0.333333333333333333333333333333333; // 1.0/3.0; + public static TWO_THIRDS: number = 0.666666666666666666666666666666666; // 2.0/3.0; + public static ONE_SIXTH: number = 0.166666666666666666666666666666666; // 1.0/6.0; - /** - * a value representing the sign of the value. - * -1 for negative, +1 for positive, 0 if value is 0 - */ - public sign(n: number): number { - if (n) return n / Math.abs(n); - else return 0; - } + public static COS_PI_3: number = 0.86602540378443864676372317075294;//COS( PI / 3 ) + public static SIN_2PI_3: number = 0.03654595;// SIN( 2*PI/3 ) - public truncate(n: number): number { - return (n > 0) ? Math.floor(n) : Math.ceil(n); - } + public static CIRCLE_ALPHA: number = 0.5522847498307933984022516322796; //4*(Math.sqrt(2)-1)/3.0; - public shear(n: number): number { - return n % 1; - } + public static ON: bool = true; + public static OFF: bool = false; - /** - * wrap a value around a range, similar to modulus with a floating minimum - */ - public wrap(val: number, max: number, min: number = 0): number { - val -= min; - max -= min; - if (max == 0) return min; - val %= max; - val += min; - while (val < min) - val += max; + public static SHORT_EPSILON: number = 0.1;//round integer epsilon + public static PERC_EPSILON: number = 0.001;//percentage epsilon + public static EPSILON: number = 0.0001;//single float average epsilon + public static LONG_EPSILON: number = 0.00000001;//arbitrary 8 digit epsilon - return val; - } + public cosTable = []; + public sinTable = []; - /** - * arithmetic version of wrap... need to decide which is more efficient - */ - public arithWrap(value: number, max: number, min: number = 0): number { - max -= min; - if (max == 0) return min; - return value - max * Math.floor((value - min) / max); - } - - /** - * force a value within the boundaries of two values - * - * if max < min, min is returned - */ - public clamp(input: number, max: number, min: number = 0): number { - return Math.max(min, Math.min(max, input)); - } - - /** - * Snap a value to nearest grid slice, using rounding. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - public snapTo(input: number, gap: number, start: number = 0): number { - if (gap == 0) return input; - - input -= start; - input = gap * Math.round(input / gap); - return start + input; - } - - /** - * Snap a value to nearest grid slice, using floor. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - public snapToFloor(input: number, gap: number, start: number = 0): number { - if (gap == 0) return input; - - input -= start; - input = gap * Math.floor(input / gap); - return start + input; - } - - /** - * Snap a value to nearest grid slice, using ceil. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - public snapToCeil(input: number, gap: number, start: number = 0): number { - if (gap == 0) return input; - - input -= start; - input = gap * Math.ceil(input / gap); - return start + input; - } - - /** - * Snaps a value to the nearest value in an array. - */ - public snapToInArray(input: number, arr: number[], sort?: bool = true): number { - - if (sort) arr.sort(); - if (input < arr[0]) return arr[0]; - - var i: number = 1; - - while (arr[i] < input) - i++; - - var low: number = arr[i - 1]; - var high: number = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; - - return ((high - input) <= (input - low)) ? high : low; - } - - /** - * roundTo some place comparative to a 'base', default is 10 for decimal place - * - * 'place' is represented by the power applied to 'base' to get that place - * - * @param value - the value to round - * @param place - the place to round to - * @param base - the base to round in... default is 10 for decimal - * - * e.g. - * - * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 - * - * roundTo(2000/7,3) == 0 - * roundTo(2000/7,2) == 300 - * roundTo(2000/7,1) == 290 - * roundTo(2000/7,0) == 286 - * roundTo(2000/7,-1) == 285.7 - * roundTo(2000/7,-2) == 285.71 - * roundTo(2000/7,-3) == 285.714 - * roundTo(2000/7,-4) == 285.7143 - * roundTo(2000/7,-5) == 285.71429 - * - * roundTo(2000/7,3,2) == 288 -- 100100000 - * roundTo(2000/7,2,2) == 284 -- 100011100 - * roundTo(2000/7,1,2) == 286 -- 100011110 - * roundTo(2000/7,0,2) == 286 -- 100011110 - * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 - * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 - * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 - * - * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed - * because we are rounding 100011.1011011011011011 which rounds up. - */ - public roundTo(value: number, place: number = 0, base: number = 10): number { - var p: number = Math.pow(base, -place); - return Math.round(value * p) / p; - } - - public floorTo(value: number, place: number = 0, base: number = 10): number { - var p: number = Math.pow(base, -place); - return Math.floor(value * p) / p; - } - - public ceilTo(value: number, place: number = 0, base: number = 10): number { - var p: number = Math.pow(base, -place); - return Math.ceil(value * p) / p; - } - - /** - * a one dimensional linear interpolation of a value. - */ - public interpolateFloat(a: number, b: number, weight: number): number { - return (b - a) * weight + a; - } - - /** - * convert radians to degrees - */ - public radiansToDegrees(angle: number): number { - return angle * GameMath.RAD_TO_DEG; - } - - /** - * convert degrees to radians - */ - public degreesToRadians(angle: number): number { - return angle * GameMath.DEG_TO_RAD; - } - - /** - * Find the angle of a segment from (x1, y1) -> (x2, y2 ) - */ - public angleBetween(x1: number, y1: number, x2: number, y2: number): number { - return Math.atan2(y2 - y1, x2 - x1); - } - - - /** - * set an angle with in the bounds of -PI to PI - */ - public normalizeAngle(angle: number, radians: bool = true): number { - var rd: number = (radians) ? GameMath.PI : 180; - return this.wrap(angle, rd, -rd); - } - - /** - * closest angle between two angles from a1 to a2 - * absolute value the return for exact angle - */ - public nearestAngleBetween(a1: number, a2: number, radians: bool = true): number { - - var rd: number = (radians) ? GameMath.PI : 180; - - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngle(a2, radians); - - if (a1 < -rd / 2 && a2 > rd / 2) a1 += rd * 2; - if (a2 < -rd / 2 && a1 > rd / 2) a2 += rd * 2; - - return a2 - a1; - } - - /** - * normalizes independent and then sets dep to the nearest value respective to independent - * - * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 - */ - public normalizeAngleToAnother(dep: number, ind: number, radians: bool = true): number { - return ind + this.nearestAngleBetween(ind, dep, radians); - } - - /** - * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent - * - * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 - */ - public normalizeAngleAfterAnother(dep: number, ind: number, radians: bool = true): number { - - dep = this.normalizeAngle(dep - ind, radians); - return ind + dep; - } - - /** - * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent - * - * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 - */ - public normalizeAngleBeforeAnother(dep: number, ind: number, radians: bool = true): number { - - dep = this.normalizeAngle(ind - dep, radians); - return ind - dep; - } - - /** - * interpolate across the shortest arc between two angles - */ - public interpolateAngles(a1: number, a2: number, weight: number, radians: bool = true, ease = null): number { - - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngleToAnother(a2, a1, radians); - - return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); - } - - /** - * Compute the logarithm of any value of any base - * - * a logarithm is the exponent that some constant (base) would have to be raised to - * to be equal to value. - * - * i.e. - * 4 ^ x = 16 - * can be rewritten as to solve for x - * logB4(16) = x - * which with this function would be - * LoDMath.logBaseOf(16,4) - * - * which would return 2, because 4^2 = 16 - */ - public logBaseOf(value: number, base: number): number { - return Math.log(value) / Math.log(base); - } - - /** - * Greatest Common Denominator using Euclid's algorithm - */ - public GCD(m: number, n: number): number { - var r: number; - - //make sure positive, GCD is always positive - m = Math.abs(m); - n = Math.abs(n); - - //m must be >= n - if (m < n) - { - r = m; - m = n; - n = r; + public fuzzyEqual(a: number, b: number, epsilon: number = 0.0001): bool { + return Math.abs(a - b) < epsilon; } - //now start loop - while (true) - { - r = m % n; - if (!r) return n; - m = n; - n = r; + public fuzzyLessThan(a: number, b: number, epsilon: number = 0.0001): bool { + return a < b + epsilon; } - return 1; - } - - /** - * Lowest Common Multiple - */ - public LCM(m: number, n: number): number { - return (m * n) / this.GCD(m, n); - } - - /** - * Factorial - N! - * - * simple product series - * - * by definition: - * 0! == 1 - */ - public factorial(value: number): number { - if (value == 0) return 1; - - var res: number = value; - - while (--value) - { - res *= value; + public fuzzyGreaterThan(a: number, b: number, epsilon: number = 0.0001): bool { + return a > b - epsilon; } - return res; - } - - /** - * gamma function - * - * defined: gamma(N) == (N - 1)! - */ - public gammaFunction(value: number): number { - return this.factorial(value - 1); - } - - /** - * falling factorial - * - * defined: (N)! / (N - x)! - * - * written subscript: (N)x OR (base)exp - */ - public fallingFactorial(base: number, exp: number): number { - return this.factorial(base) / this.factorial(base - exp); - } - - /** - * rising factorial - * - * defined: (N + x - 1)! / (N - 1)! - * - * written superscript N^(x) OR base^(exp) - */ - public risingFactorial(base: number, exp: number): number { - //expanded from gammaFunction for speed - return this.factorial(base + exp - 1) / this.factorial(base - 1); - } - - /** - * binomial coefficient - * - * defined: N! / (k!(N-k)!) - * reduced: N! / (N-k)! == (N)k (fallingfactorial) - * reduced: (N)k / k! - */ - public binCoef(n: number, k: number): number { - return this.fallingFactorial(n, k) / this.factorial(k); - } - - /** - * rising binomial coefficient - * - * as one can notice in the analysis of binCoef(...) that - * binCoef is the (N)k divided by k!. Similarly rising binCoef - * is merely N^(k) / k! - */ - public risingBinCoef(n: number, k: number): number { - return this.risingFactorial(n, k) / this.factorial(k); - } - - /** - * Generate a random boolean result based on the chance value - *

- * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance - * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. - *

- * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) - * @return true if the roll passed, or false - */ - public chanceRoll(chance: number = 50): bool { - - if (chance <= 0) - { - return false; + public fuzzyCeil(val: number, epsilon: number = 0.0001): number { + return Math.ceil(val - epsilon); } - else if (chance >= 100) - { - return true; + + public fuzzyFloor(val: number, epsilon: number = 0.0001): number { + return Math.floor(val + epsilon); } - else - { - if (Math.random() * 100 >= chance) + + public average(...args: any[]): number { + var avg: number = 0; + + for (var i = 0; i < args.length; i++) + { + avg += args[i]; + } + + return avg / args.length; + } + + public slam(value: number, target: number, epsilon: number = 0.0001): number { + return (Math.abs(value - target) < epsilon) ? target : value; + } + + /** + * ratio of value to a range + */ + public percentageMinMax(val: number, max: number, min: number = 0): number { + val -= min; + max -= min; + + if (!max) return 0; + else return val / max; + } + + /** + * a value representing the sign of the value. + * -1 for negative, +1 for positive, 0 if value is 0 + */ + public sign(n: number): number { + if (n) return n / Math.abs(n); + else return 0; + } + + public truncate(n: number): number { + return (n > 0) ? Math.floor(n) : Math.ceil(n); + } + + public shear(n: number): number { + return n % 1; + } + + /** + * wrap a value around a range, similar to modulus with a floating minimum + */ + public wrap(val: number, max: number, min: number = 0): number { + val -= min; + max -= min; + if (max == 0) return min; + val %= max; + val += min; + while (val < min) + val += max; + + return val; + } + + /** + * arithmetic version of wrap... need to decide which is more efficient + */ + public arithWrap(value: number, max: number, min: number = 0): number { + max -= min; + if (max == 0) return min; + return value - max * Math.floor((value - min) / max); + } + + /** + * force a value within the boundaries of two values + * + * if max < min, min is returned + */ + public clamp(input: number, max: number, min: number = 0): number { + return Math.max(min, Math.min(max, input)); + } + + /** + * Snap a value to nearest grid slice, using rounding. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + public snapTo(input: number, gap: number, start: number = 0): number { + if (gap == 0) return input; + + input -= start; + input = gap * Math.round(input / gap); + return start + input; + } + + /** + * Snap a value to nearest grid slice, using floor. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + public snapToFloor(input: number, gap: number, start: number = 0): number { + if (gap == 0) return input; + + input -= start; + input = gap * Math.floor(input / gap); + return start + input; + } + + /** + * Snap a value to nearest grid slice, using ceil. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + public snapToCeil(input: number, gap: number, start: number = 0): number { + if (gap == 0) return input; + + input -= start; + input = gap * Math.ceil(input / gap); + return start + input; + } + + /** + * Snaps a value to the nearest value in an array. + */ + public snapToInArray(input: number, arr: number[], sort?: bool = true): number { + + if (sort) arr.sort(); + if (input < arr[0]) return arr[0]; + + var i: number = 1; + + while (arr[i] < input) + i++; + + var low: number = arr[i - 1]; + var high: number = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; + + return ((high - input) <= (input - low)) ? high : low; + } + + /** + * roundTo some place comparative to a 'base', default is 10 for decimal place + * + * 'place' is represented by the power applied to 'base' to get that place + * + * @param value - the value to round + * @param place - the place to round to + * @param base - the base to round in... default is 10 for decimal + * + * e.g. + * + * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 + * + * roundTo(2000/7,3) == 0 + * roundTo(2000/7,2) == 300 + * roundTo(2000/7,1) == 290 + * roundTo(2000/7,0) == 286 + * roundTo(2000/7,-1) == 285.7 + * roundTo(2000/7,-2) == 285.71 + * roundTo(2000/7,-3) == 285.714 + * roundTo(2000/7,-4) == 285.7143 + * roundTo(2000/7,-5) == 285.71429 + * + * roundTo(2000/7,3,2) == 288 -- 100100000 + * roundTo(2000/7,2,2) == 284 -- 100011100 + * roundTo(2000/7,1,2) == 286 -- 100011110 + * roundTo(2000/7,0,2) == 286 -- 100011110 + * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 + * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 + * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 + * + * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed + * because we are rounding 100011.1011011011011011 which rounds up. + */ + public roundTo(value: number, place: number = 0, base: number = 10): number { + var p: number = Math.pow(base, -place); + return Math.round(value * p) / p; + } + + public floorTo(value: number, place: number = 0, base: number = 10): number { + var p: number = Math.pow(base, -place); + return Math.floor(value * p) / p; + } + + public ceilTo(value: number, place: number = 0, base: number = 10): number { + var p: number = Math.pow(base, -place); + return Math.ceil(value * p) / p; + } + + /** + * a one dimensional linear interpolation of a value. + */ + public interpolateFloat(a: number, b: number, weight: number): number { + return (b - a) * weight + a; + } + + /** + * convert radians to degrees + */ + public radiansToDegrees(angle: number): number { + return angle * GameMath.RAD_TO_DEG; + } + + /** + * convert degrees to radians + */ + public degreesToRadians(angle: number): number { + return angle * GameMath.DEG_TO_RAD; + } + + /** + * Find the angle of a segment from (x1, y1) -> (x2, y2 ) + */ + public angleBetween(x1: number, y1: number, x2: number, y2: number): number { + return Math.atan2(y2 - y1, x2 - x1); + } + + + /** + * set an angle with in the bounds of -PI to PI + */ + public normalizeAngle(angle: number, radians: bool = true): number { + var rd: number = (radians) ? GameMath.PI : 180; + return this.wrap(angle, rd, -rd); + } + + /** + * closest angle between two angles from a1 to a2 + * absolute value the return for exact angle + */ + public nearestAngleBetween(a1: number, a2: number, radians: bool = true): number { + + var rd: number = (radians) ? GameMath.PI : 180; + + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngle(a2, radians); + + if (a1 < -rd / 2 && a2 > rd / 2) a1 += rd * 2; + if (a2 < -rd / 2 && a1 > rd / 2) a2 += rd * 2; + + return a2 - a1; + } + + /** + * normalizes independent and then sets dep to the nearest value respective to independent + * + * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 + */ + public normalizeAngleToAnother(dep: number, ind: number, radians: bool = true): number { + return ind + this.nearestAngleBetween(ind, dep, radians); + } + + /** + * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent + * + * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 + */ + public normalizeAngleAfterAnother(dep: number, ind: number, radians: bool = true): number { + + dep = this.normalizeAngle(dep - ind, radians); + return ind + dep; + } + + /** + * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent + * + * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 + */ + public normalizeAngleBeforeAnother(dep: number, ind: number, radians: bool = true): number { + + dep = this.normalizeAngle(ind - dep, radians); + return ind - dep; + } + + /** + * interpolate across the shortest arc between two angles + */ + public interpolateAngles(a1: number, a2: number, weight: number, radians: bool = true, ease = null): number { + + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngleToAnother(a2, a1, radians); + + return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); + } + + /** + * Compute the logarithm of any value of any base + * + * a logarithm is the exponent that some constant (base) would have to be raised to + * to be equal to value. + * + * i.e. + * 4 ^ x = 16 + * can be rewritten as to solve for x + * logB4(16) = x + * which with this function would be + * LoDMath.logBaseOf(16,4) + * + * which would return 2, because 4^2 = 16 + */ + public logBaseOf(value: number, base: number): number { + return Math.log(value) / Math.log(base); + } + + /** + * Greatest Common Denominator using Euclid's algorithm + */ + public GCD(m: number, n: number): number { + var r: number; + + //make sure positive, GCD is always positive + m = Math.abs(m); + n = Math.abs(n); + + //m must be >= n + if (m < n) + { + r = m; + m = n; + n = r; + } + + //now start loop + while (true) + { + r = m % n; + if (!r) return n; + m = n; + n = r; + } + + return 1; + } + + /** + * Lowest Common Multiple + */ + public LCM(m: number, n: number): number { + return (m * n) / this.GCD(m, n); + } + + /** + * Factorial - N! + * + * simple product series + * + * by definition: + * 0! == 1 + */ + public factorial(value: number): number { + if (value == 0) return 1; + + var res: number = value; + + while (--value) + { + res *= value; + } + + return res; + } + + /** + * gamma function + * + * defined: gamma(N) == (N - 1)! + */ + public gammaFunction(value: number): number { + return this.factorial(value - 1); + } + + /** + * falling factorial + * + * defined: (N)! / (N - x)! + * + * written subscript: (N)x OR (base)exp + */ + public fallingFactorial(base: number, exp: number): number { + return this.factorial(base) / this.factorial(base - exp); + } + + /** + * rising factorial + * + * defined: (N + x - 1)! / (N - 1)! + * + * written superscript N^(x) OR base^(exp) + */ + public risingFactorial(base: number, exp: number): number { + //expanded from gammaFunction for speed + return this.factorial(base + exp - 1) / this.factorial(base - 1); + } + + /** + * binomial coefficient + * + * defined: N! / (k!(N-k)!) + * reduced: N! / (N-k)! == (N)k (fallingfactorial) + * reduced: (N)k / k! + */ + public binCoef(n: number, k: number): number { + return this.fallingFactorial(n, k) / this.factorial(k); + } + + /** + * rising binomial coefficient + * + * as one can notice in the analysis of binCoef(...) that + * binCoef is the (N)k divided by k!. Similarly rising binCoef + * is merely N^(k) / k! + */ + public risingBinCoef(n: number, k: number): number { + return this.risingFactorial(n, k) / this.factorial(k); + } + + /** + * Generate a random boolean result based on the chance value + *

+ * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance + * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. + *

+ * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) + * @return true if the roll passed, or false + */ + public chanceRoll(chance: number = 50): bool { + + if (chance <= 0) + { + return false; + } + else if (chance >= 100) + { + return true; + } + else + { + if (Math.random() * 100 >= chance) + { + return false; + } + else + { + return true; + } + } + + } + + /** + * Adds the given amount to the value, but never lets the value go over the specified maximum + * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The new value + */ + public maxAdd(value: number, amount: number, max: number): number { + + value += amount; + + if (value > max) + { + value = max; + } + + return value; + + } + + /** + * Subtracts the given amount from the value, but never lets the value go below the specified minimum + * + * @param value The base value + * @param amount The amount to subtract from the base value + * @param min The minimum the value is allowed to be + * @return The new value + */ + public minSub(value: number, amount: number, min: number): number { + + value -= amount; + + if (value < min) + { + value = min; + } + + return value; + } + + /** + * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. + *

Values must be positive integers, and are passed through Math.abs

+ * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The wrapped value + */ + public wrapValue(value: number, amount: number, max: number): number { + + var diff: number; + + value = Math.abs(value); + amount = Math.abs(amount); + max = Math.abs(max); + + diff = (value + amount) % max; + + return diff; + + } + + /** + * Randomly returns either a 1 or -1 + * + * @return 1 or -1 + */ + public randomSign(): number { + return (Math.random() > 0.5) ? 1 : -1; + } + + /** + * Returns true if the number given is odd. + * + * @param n The number to check + * + * @return True if the given number is odd. False if the given number is even. + */ + public isOdd(n: number): bool { + + if (n & 1) + { + return true; + } + else + { + return false; + } + + } + + /** + * Returns true if the number given is even. + * + * @param n The number to check + * + * @return True if the given number is even. False if the given number is odd. + */ + public isEven(n: number): bool { + + if (n & 1) { return false; } @@ -545,480 +653,330 @@ class GameMath { { return true; } + } - } - - /** - * Adds the given amount to the value, but never lets the value go over the specified maximum - * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The new value - */ - public maxAdd(value: number, amount: number, max: number): number { - - value += amount; - - if (value > max) - { - value = max; - } - - return value; - - } - - /** - * Subtracts the given amount from the value, but never lets the value go below the specified minimum - * - * @param value The base value - * @param amount The amount to subtract from the base value - * @param min The minimum the value is allowed to be - * @return The new value - */ - public minSub(value: number, amount: number, min: number): number { - - value -= amount; - - if (value < min) - { - value = min; - } - - return value; - } - - /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *

Values must be positive integers, and are passed through Math.abs

- * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The wrapped value - */ - public wrapValue(value: number, amount: number, max: number): number { - - var diff: number; - - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - - diff = (value + amount) % max; - - return diff; - - } - - /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - public randomSign(): number { - return (Math.random() > 0.5) ? 1 : -1; - } - - /** - * Returns true if the number given is odd. - * - * @param n The number to check - * - * @return True if the given number is odd. False if the given number is even. - */ - public isOdd(n: number): bool { - - if (n & 1) - { - return true; - } - else - { - return false; - } - - } - - /** - * Returns true if the number given is even. - * - * @param n The number to check - * - * @return True if the given number is even. False if the given number is odd. - */ - public isEven(n: number): bool { - - if (n & 1) - { - return false; - } - else - { - return true; - } - - } - - /** - * Keeps an angle value between -180 and +180
- * Should be called whenever the angle is updated on the Sprite to stop it from going insane. - * - * @param angle The angle value to check - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - public wrapAngle(angle: number): number { - - var result: number = angle; - - // Nothing needs to change - if (angle >= -180 && angle <= 180) - { - return angle; - } - - // Else normalise it to -180, 180 - result = (angle + 180) % 360; - - if (result < 0) - { - result += 360; - } - - return result - 180; - - } - - /** - * Keeps an angle value between the given min and max values - * - * @param angle The angle value to check. Must be between -180 and +180 - * @param min The minimum angle that is allowed (must be -180 or greater) - * @param max The maximum angle that is allowed (must be 180 or less) - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - public angleLimit(angle: number, min: number, max: number): number { - - var result: number = angle; - - if (angle > max) - { - result = max; - } - else if (angle < min) - { - result = min; - } - - return result; - } - - /** - * @method linear - * @param {Any} v - * @param {Any} k - * @static - */ - public linearInterpolation(v, k) { - - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - - if (k < 0) return this.linear(v[0], v[1], f); - if (k > 1) return this.linear(v[m], v[m - 1], m - f); - - return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); - - } - - /** - * @method Bezier - * @param {Any} v - * @param {Any} k - * @static - */ - public bezierInterpolation(v, k) { - - var b = 0; - var n = v.length - 1; - - for (var i = 0; i <= n; i++) - { - b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); - } - - return b; - - } - - /** - * @method CatmullRom - * @param {Any} v - * @param {Any} k - * @static - */ - public catmullRomInterpolation(v, k) { - - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - - if (v[0] === v[m]) - { - if (k < 0) i = Math.floor(f = m * (1 + k)); - - return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); - - } - else - { - if (k < 0) return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); - - if (k > 1) return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); - - return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); - } - - } - - /** - * @method Linear - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} t - * @static - */ - public linear(p0, p1, t) { - - return (p1 - p0) * t + p0; - - } - - /** - * @method Bernstein - * @param {Any} n - * @param {Any} i - * @static - */ - public bernstein(n, i) { - - return this.factorial(n) / this.factorial(i) / this.factorial(n - i); - - } - - /** - * @method CatmullRom - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} p2 - * @param {Any} p3 - * @param {Any} t - * @static - */ - public catmullRom(p0, p1, p2, p3, t) { - - var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; - return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; - - } - - public difference(a: number, b: number): number { - - return Math.abs(a - b); - - } - - /** - * A tween-like function that takes a starting velocity - * and some other factors and returns an altered velocity. - * - * @param Velocity Any component of velocity (e.g. 20). - * @param Acceleration Rate at which the velocity is changing. - * @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. - * @param Max An absolute value cap for the velocity. - * - * @return The altered Velocity value. - */ - public computeVelocity(Velocity: number, Acceleration: number = 0, Drag: number = 0, Max: number = 10000): number { - - if (Acceleration !== 0) - { - Velocity += Acceleration * this._game.time.elapsed; - } - else if (Drag !== 0) + /** + * Keeps an angle value between -180 and +180
+ * Should be called whenever the angle is updated on the Sprite to stop it from going insane. + * + * @param angle The angle value to check + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + public wrapAngle(angle: number): number { + + var result: number = angle; + + // Nothing needs to change + if (angle >= -180 && angle <= 180) { - var drag: number = Drag * this._game.time.elapsed; - - if (Velocity - drag > 0) - { - Velocity = Velocity - drag; + return angle; } - else if (Velocity + drag < 0) + + // Else normalise it to -180, 180 + result = (angle + 180) % 360; + + if (result < 0) { - Velocity += drag; + result += 360; + } + + return result - 180; + + } + + /** + * Keeps an angle value between the given min and max values + * + * @param angle The angle value to check. Must be between -180 and +180 + * @param min The minimum angle that is allowed (must be -180 or greater) + * @param max The maximum angle that is allowed (must be 180 or less) + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + public angleLimit(angle: number, min: number, max: number): number { + + var result: number = angle; + + if (angle > max) + { + result = max; + } + else if (angle < min) + { + result = min; + } + + return result; + } + + /** + * @method linear + * @param {Any} v + * @param {Any} k + * @static + */ + public linearInterpolation(v, k) { + + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + + if (k < 0) return this.linear(v[0], v[1], f); + if (k > 1) return this.linear(v[m], v[m - 1], m - f); + + return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); + + } + + /** + * @method Bezier + * @param {Any} v + * @param {Any} k + * @static + */ + public bezierInterpolation(v, k) { + + var b = 0; + var n = v.length - 1; + + for (var i = 0; i <= n; i++) + { + b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); + } + + return b; + + } + + /** + * @method CatmullRom + * @param {Any} v + * @param {Any} k + * @static + */ + public catmullRomInterpolation(v, k) { + + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + + if (v[0] === v[m]) + { + if (k < 0) i = Math.floor(f = m * (1 + k)); + + return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); + } else { - Velocity = 0; + if (k < 0) return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); + + if (k > 1) return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); + + return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); } + } - if ((Velocity != 0) && (Max != 10000)) + /** + * @method Linear + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} t + * @static + */ + public linear(p0, p1, t) { + + return (p1 - p0) * t + p0; + + } + + /** + * @method Bernstein + * @param {Any} n + * @param {Any} i + * @static + */ + public bernstein(n, i) { + + return this.factorial(n) / this.factorial(i) / this.factorial(n - i); + + } + + /** + * @method CatmullRom + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} p2 + * @param {Any} p3 + * @param {Any} t + * @static + */ + public catmullRom(p0, p1, p2, p3, t) { + + var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; + return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; + + } + + public difference(a: number, b: number): number { + + return Math.abs(a - b); + + } + + /** + * The global random number generator seed (for deterministic behavior in recordings and saves). + */ + public globalSeed: number = Math.random(); + + /** + * Generates a random number. Deterministic, meaning safe + * to use if you want to record replays in random environments. + * + * @return A Number between 0 and 1. + */ + public random(): number { + return this.globalSeed = this.srand(this.globalSeed); + } + + /** + * Generates a random number based on the seed provided. + * + * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). + * + * @return A Number between 0 and 1. + */ + public srand(Seed: number): number { + + return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; + + } + + /** + * Fetch a random entry from the given array. + * Will return null if random selection is missing, or array has no entries. + * FlxG.getRandom() is deterministic and safe for use with replays/recordings. + * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings. + * + * @param Objects An array of objects. + * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param Length Optional restriction on the number of values you want to randomly select from. + * + * @return The random object that was selected. + */ + public getRandom(Objects, StartIndex: number = 0, Length: number = 0) { + + if (Objects != null) + { + var l: number = Length; + + if ((l == 0) || (l > Objects.length - StartIndex)) + { + l = Objects.length - StartIndex; + } + + if (l > 0) + { + return Objects[StartIndex + Math.floor(Math.random() * l)]; + } + } + + return null; + + } + + /** + * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + public floor(Value: number): number { + var n: number = Value | 0; + return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); + } + + /** + * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + public ceil(Value: number): number { + var n: number = Value | 0; + return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); + } + + /** + * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at + *

+ * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function + * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. + *

+ * @param length The length of the wave + * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param frequency The frequency of the sine and cosine table data + * @return Returns the sine table + * @see getSinTable + * @see getCosTable + */ + public sinCosGenerator(length: number, sinAmplitude?: number = 1.0, cosAmplitude?: number = 1.0, frequency?: number = 1.0) { + + var sin: number = sinAmplitude; + var cos: number = cosAmplitude; + var frq: number = frequency * Math.PI / length; + + this.cosTable = []; + this.sinTable = []; + + for (var c: number = 0; c < length; c++) + { + cos -= sin * frq; + sin += cos * frq; + + this.cosTable[c] = cos; + this.sinTable[c] = sin; + } + + return this.sinTable; + + } + + /** + * Finds the length of the given vector + * + * @param dx + * @param dy + * + * @return + */ + public vectorLength(dx:number, dy:number):number { - if (Velocity > Max) - { - Velocity = Max; - } - else if (Velocity < -Max) - { - Velocity = -Max; - } + return Math.sqrt(dx * dx + dy * dy); } - - return Velocity; - - } - - /** - * Given the angle and speed calculate the velocity and return it as a Point - * - * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) - * @param speed The speed it will move, in pixels per second sq - * - * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value - */ - public velocityFromAngle(angle: number, speed: number): Point { - var a: number = this.degreesToRadians(angle); - - return new Point((Math.cos(a) * speed), (Math.sin(a) * speed)); - } - - /** - * The global random number generator seed (for deterministic behavior in recordings and saves). - */ - public globalSeed: number = Math.random(); - - /** - * Generates a random number. Deterministic, meaning safe - * to use if you want to record replays in random environments. - * - * @return A Number between 0 and 1. - */ - public random(): number { - return this.globalSeed = this.srand(this.globalSeed); - } - - /** - * Generates a random number based on the seed provided. - * - * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). - * - * @return A Number between 0 and 1. - */ - public srand(Seed: number): number { - - return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; - - } - - /** - * Fetch a random entry from the given array. - * Will return null if random selection is missing, or array has no entries. - * FlxG.getRandom() is deterministic and safe for use with replays/recordings. - * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings. - * - * @param Objects An array of objects. - * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param Length Optional restriction on the number of values you want to randomly select from. - * - * @return The random object that was selected. - */ - public getRandom(Objects, StartIndex: number = 0, Length: number = 0) { - - if (Objects != null) + + /** + * Finds the dot product value of two vectors + * + * @param ax Vector X + * @param ay Vector Y + * @param bx Vector X + * @param by Vector Y + * + * @return Dot product + */ + public dotProduct(ax:number, ay:number, bx:number, by:number):number { - var l: number = Length; - - if ((l == 0) || (l > Objects.length - StartIndex)) - { - l = Objects.length - StartIndex; - } - - if (l > 0) - { - return Objects[StartIndex + Math.floor(Math.random() * l)]; - } + return ax * bx + ay * by; } - return null; } - /** - * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - public floor(Value: number): number { - var n: number = Value | 0; - return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); - } - - /** - * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - public ceil(Value: number): number { - var n: number = Value | 0; - return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); - } - - /** - * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at - *

- * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function - * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. - *

- * @param length The length of the wave - * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param frequency The frequency of the sine and cosine table data - * @return Returns the sine table - * @see getSinTable - * @see getCosTable - */ - public sinCosGenerator(length: number, sinAmplitude?: number = 1.0, cosAmplitude?: number = 1.0, frequency?: number = 1.0) { - - var sin: number = sinAmplitude; - var cos: number = cosAmplitude; - var frq: number = frequency * Math.PI / length; - - this.cosTable = []; - this.sinTable = []; - - for (var c: number = 0; c < length; c++) - { - cos -= sin * frq; - sin += cos * frq; - - this.cosTable[c] = cos; - this.sinTable[c] = sin; - } - - return this.sinTable; - - } - - -} - +} \ No newline at end of file diff --git a/Phaser/GameObject.ts b/Phaser/GameObject.ts deleted file mode 100644 index 09a972b91..000000000 --- a/Phaser/GameObject.ts +++ /dev/null @@ -1,499 +0,0 @@ -/// -/// -/// -/// -/// - -class GameObject extends Basic { - - constructor(game:Game, x?: number = 0, y?: number = 0, width?: number = 16, height?: number = 16) { - - super(game); - - this.bounds = new Rectangle(x, y, width, height); - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.isGroup = false; - this.alpha = 1; - this.scale = new Point(1, 1); - - this.last = new Point(x, y); - this.origin = new Point(this.bounds.halfWidth, this.bounds.halfHeight); - this.mass = 1.0; - this.elasticity = 0.0; - this.health = 1; - this.immovable = false; - this.moves = true; - - this.touching = GameObject.NONE; - this.wasTouching = GameObject.NONE; - this.allowCollisions = GameObject.ANY; - - this.velocity = new Point(); - this.acceleration = new Point(); - this.drag = new Point(); - this.maxVelocity = new Point(10000, 10000); - - this.angle = 0; - this.angularVelocity = 0; - this.angularAcceleration = 0; - this.angularDrag = 0; - this.maxAngular = 10000; - - this.scrollFactor = new Point(1.0, 1.0); - - } - - private _angle: number = 0; - public _point: Point; - - public static LEFT: number = 0x0001; - public static RIGHT: number = 0x0010; - public static UP: number = 0x0100; - public static DOWN: number = 0x1000; - public static NONE: number = 0; - public static CEILING: number = GameObject.UP; - public static FLOOR: number = GameObject.DOWN; - public static WALL: number = GameObject.LEFT | GameObject.RIGHT; - public static ANY: number = GameObject.LEFT | GameObject.RIGHT | GameObject.UP | GameObject.DOWN; - public static OVERLAP_BIAS: number = 4; - - public bounds: Rectangle; - public alpha: number; - public scale: Point; - public origin: Point; - - // Physics properties - public immovable: bool; - public velocity: Point; - public mass: number; - public elasticity: number; - public acceleration: Point; - public drag: Point; - public maxVelocity: Point; - public angularVelocity: number; - public angularAcceleration: number; - public angularDrag: number; - public maxAngular: number; - public scrollFactor: Point; - - public health: number; - public moves: bool = true; - public touching: number; - public wasTouching: number; - public allowCollisions: number; - public last: Point; - - public preUpdate() { - - // flicker time - - this.last.x = this.bounds.x; - this.last.y = this.bounds.y; - - } - - public update() { - } - - public postUpdate() { - - if (this.moves) - { - this.updateMotion(); - } - - this.wasTouching = this.touching; - this.touching = GameObject.NONE; - - } - - private updateMotion() { - - var delta: number; - var velocityDelta: number; - - velocityDelta = (this._game.math.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2; - this.angularVelocity += velocityDelta; - this._angle += this.angularVelocity * this._game.time.elapsed; - this.angularVelocity += velocityDelta; - - velocityDelta = (this._game.math.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; - this.velocity.x += velocityDelta; - delta = this.velocity.x * this._game.time.elapsed; - this.velocity.x += velocityDelta; - this.bounds.x += delta; - - velocityDelta = (this._game.math.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; - this.velocity.y += velocityDelta; - delta = this.velocity.y * this._game.time.elapsed; - this.velocity.y += velocityDelta; - this.bounds.y += delta; - - } - - /** - * Checks to see if some GameObject overlaps this GameObject or FlxGroup. - * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). - * WARNING: Currently tilemaps do NOT support screen space overlap checks! - * - * @param ObjectOrGroup The object or group being tested. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the two objects overlap. - */ - public overlaps(ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool { - - if (ObjectOrGroup.isGroup) - { - var results: bool = false; - var i: number = 0; - var members = ObjectOrGroup.members; - - while (i < length) - { - if (this.overlaps(members[i++], InScreenSpace, Camera)) - { - results = true; - } - } - - return results; - - } - - /* - if (typeof ObjectOrGroup === 'FlxTilemap') - { - //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. - return ObjectOrGroup.overlaps(this, InScreenSpace, Camera); - } - */ - - //var object: GameObject = ObjectOrGroup; - - if (!InScreenSpace) - { - return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && - (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height); - } - - if (Camera == null) - { - Camera = this._game.camera; - } - - var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera); - - this.getScreenXY(this._point, Camera); - - return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && - (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); - } - - /** - * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup? - * 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! - * - * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here. - * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here. - * @param ObjectOrGroup The object or group being tested. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the two objects overlap. - */ - public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool { - - if (ObjectOrGroup.isGroup) - { - var results: bool = false; - var basic; - var i: number = 0; - var members = ObjectOrGroup.members; - - while (i < length) - { - if (this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) - { - results = true; - } - } - - return results; - } - - /* - if (typeof ObjectOrGroup === 'FlxTilemap') - { - //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; - return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera); - } - */ - - //var object: GameObject = ObjectOrGroup; - - if (!InScreenSpace) - { - return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && - (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height); - } - - if (Camera == null) - { - Camera = this._game.camera; - } - - var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera); - - this._point.x = X - Camera.scroll.x * this.scrollFactor.x; //copied from getScreenXY() - this._point.y = Y - Camera.scroll.y * this.scrollFactor.y; - this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001; - this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001; - - return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && - (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); - } - - /** - * Checks to see if a ponumber in 2D world space overlaps this GameObject object. - * - * @param Point The ponumber in world space you want to check. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the ponumber overlaps this object. - */ - public overlapsPoint(point: Point, InScreenSpace: bool = false, Camera: Camera = null): bool { - - if (!InScreenSpace) - { - return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height); - } - - if (Camera == null) - { - Camera = this._game.camera; - } - - var X: number = point.x - Camera.scroll.x; - var Y: number = point.y - Camera.scroll.y; - - this.getScreenXY(this._point, Camera); - - return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height); - - } - - /** - * Check and see if this object is currently on screen. - * - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether the object is on screen or not. - */ - public onScreen(Camera: Camera = null): bool { - - if (Camera == null) - { - Camera = this._game.camera; - } - - this.getScreenXY(this._point, Camera); - - return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height); - - } - - /** - * Call this to figure out the on-screen position of the object. - * - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it. - * - * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. - */ - public getScreenXY(point: Point = null, Camera: Camera = null): Point { - - if (point == null) - { - point = new Point(); - } - - if (Camera == null) - { - Camera = this._game.camera; - } - - point.x = this.x - Camera.scroll.x * this.scrollFactor.x; - point.y = this.y - Camera.scroll.y * this.scrollFactor.y; - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - - return point; - - } - - /** - * Whether the object collides or not. For more control over what directions - * the object will collide from, use collision constants (like LEFT, FLOOR, etc) - * to set the value of allowCollisions directly. - */ - public get solid(): bool { - return (this.allowCollisions & GameObject.ANY) > GameObject.NONE; - } - - /** - * @private - */ - public set solid(Solid: bool) { - - if (Solid) - { - this.allowCollisions = GameObject.ANY; - } - else - { - this.allowCollisions = GameObject.NONE; - } - - } - - /** - * Retrieve the midponumber of this object in world coordinates. - * - * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created. - * - * @return A Point object containing the midponumber of this object in world coordinates. - */ - public getMidpoint(point: Point = null): Point { - - if (point == null) - { - point = new Point(); - } - - point.x = this.x + this.width * 0.5; - point.y = this.y + this.height * 0.5; - - return point; - - } - - /** - * Handy for reviving game objects. - * Resets their existence flags and position. - * - * @param X The new X position of this object. - * @param Y The new Y position of this object. - */ - public reset(X: number, Y: number) { - - this.revive(); - this.touching = GameObject.NONE; - this.wasTouching = GameObject.NONE; - this.x = X; - this.y = Y; - this.last.x = X; - this.last.y = Y; - this.velocity.x = 0; - this.velocity.y = 0; - - } - - /** - * Handy for checking if this object is touching a particular surface. - * For slightly better performance you can just & the value directly numbero touching. - * However, this method is good for readability and accessibility. - * - * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). - * - * @return Whether the object is touching an object in (any of) the specified direction(s) this frame. - */ - public isTouching(Direction: number): bool { - return (this.touching & Direction) > GameObject.NONE; - } - - /** - * Handy for checking if this object is just landed on a particular surface. - * - * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). - * - * @return Whether the object just landed on (any of) the specified surface(s) this frame. - */ - public justTouched(Direction: number): bool { - return ((this.touching & Direction) > GameObject.NONE) && ((this.wasTouching & Direction) <= GameObject.NONE); - } - - /** - * Reduces the "health" variable of this sprite by the amount specified in Damage. - * Calls kill() if health drops to or below zero. - * - * @param Damage How much health to take away (use a negative number to give a health bonus). - */ - public hurt(Damage: number) { - - this.health = this.health - Damage; - - if (this.health <= 0) - { - this.kill(); - } - - } - - public destroy() { - - } - - public get x(): number { - return this.bounds.x; - } - - public set x(value: number) { - this.bounds.x = value; - } - - public get y(): number { - return this.bounds.y; - } - - public set y(value: number) { - this.bounds.y = value; - } - - public get rotation(): number { - return this._angle; - } - - public set rotation(value: number) { - this._angle = this._game.math.wrap(value, 360, 0); - } - - public get angle(): number { - return this._angle; - } - - public set angle(value: number) { - this._angle = this._game.math.wrap(value, 360, 0); - } - - public get width(): number { - return this.bounds.width; - } - - public get height(): number { - return this.bounds.height; - } - - -} \ No newline at end of file diff --git a/Phaser/Group.ts b/Phaser/Group.ts index 7a34a23f4..cf42a278c 100644 --- a/Phaser/Group.ts +++ b/Phaser/Group.ts @@ -1,5 +1,5 @@ /// -/// +/// /** * This is an organizational class that can update and render a bunch of Basics. @@ -9,72 +9,104 @@ * @author Adam Atomic * @author Richard Davey */ -class Group extends Basic { - constructor(game: Game, MaxSize?: number = 0) { +/** +* Phaser +*/ - super(game); +module Phaser { - this.isGroup = true; - this.members = []; - this.length = 0; - this._maxSize = MaxSize; - this._marker = 0; - this._sortIndex = null; + export class Group extends Basic { - } + constructor(game: Game, MaxSize?: number = 0) { - /** - * Use with sort() to sort in ascending order. - */ - public static ASCENDING: number = -1; + super(game); - /** - * Use with sort() to sort in descending order. - */ - public static DESCENDING: number = 1; + this.isGroup = true; + this.members = []; + this.length = 0; + this._maxSize = MaxSize; + this._marker = 0; + this._sortIndex = null; - /** - * Array of all the Basics that exist in this group. - */ - public members: Basic[]; + } - /** - * The number of entries in the members array. - * For performance and safety you should check this variable - * instead of members.length unless you really know what you're doing! - */ - public length: number; + /** + * Use with sort() to sort in ascending order. + */ + public static ASCENDING: number = -1; - /** - * Internal tracker for the maximum capacity of the group. - * Default is 0, or no max capacity. - */ - private _maxSize: number; + /** + * Use with sort() to sort in descending order. + */ + public static DESCENDING: number = 1; - /** - * Internal helper variable for recycling objects a la FlxEmitter. - */ - private _marker: number; + /** + * Array of all the Basics that exist in this group. + */ + public members: Basic[]; - /** - * Helper for sort. - */ - private _sortIndex: string; + /** + * The number of entries in the members array. + * For performance and safety you should check this variable + * instead of members.length unless you really know what you're doing! + */ + public length: number; - /** - * Helper for sort. - */ - private _sortOrder: number; + /** + * Internal tracker for the maximum capacity of the group. + * Default is 0, or no max capacity. + */ + private _maxSize: number; - /** - * Override this function to handle any deleting or "shutdown" type operations you might need, - * such as removing traditional Flash children like Basic objects. - */ - public destroy() { + /** + * Internal helper variable for recycling objects a la FlxEmitter. + */ + private _marker: number; + + /** + * Helper for sort. + */ + private _sortIndex: string; + + /** + * Helper for sort. + */ + private _sortOrder: number; + + /** + * Override this function to handle any deleting or "shutdown" type operations you might need, + * such as removing traditional Flash children like Basic objects. + */ + public destroy() { + + if (this.members != null) + { + var basic: Basic; + var i: number = 0; + + while (i < this.length) + { + basic = this.members[i++]; + + if (basic != null) + { + basic.destroy(); + } + } + + this.members.length = 0; + } + + this._sortIndex = null; + + } + + /** + * Automatically goes through and calls update on everything you added. + */ + public update() { - if (this.members != null) - { var basic: Basic; var i: number = 0; @@ -82,204 +114,207 @@ class Group extends Basic { { basic = this.members[i++]; + if ((basic != null) && basic.exists && basic.active) + { + basic.preUpdate(); + basic.update(); + basic.postUpdate(); + } + } + } + + /** + * Automatically goes through and calls render on everything you added. + */ + public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) { + + var basic: Basic; + var i: number = 0; + + while (i < this.length) + { + basic = this.members[i++]; + + if ((basic != null) && basic.exists && basic.visible) + { + basic.render(camera, cameraOffsetX, cameraOffsetY); + } + } + } + + /** + * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. + */ + public get maxSize(): number { + return this._maxSize; + } + + /** + * @private + */ + public set maxSize(Size: number) { + + this._maxSize = Size; + + if (this._marker >= this._maxSize) + { + this._marker = 0; + } + + if ((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) + { + return; + } + + //If the max size has shrunk, we need to get rid of some objects + var basic: Basic; + var i: number = this._maxSize; + var l: number = this.members.length; + + while (i < l) + { + basic = this.members[i++]; + if (basic != null) { basic.destroy(); } } - this.members.length = 0; + this.length = this.members.length = this._maxSize; } - this._sortIndex = null; + /** + * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group. + * Group will try to replace a null member of the array first. + * Failing that, Group will add it to the end of the member array, + * assuming there is room for it, and doubling the size of the array if necessary. + * + *

WARNING: If the group has a maxSize that has already been met, + * the object will NOT be added to the group!

+ * + * @param Object The object you want to add to the group. + * + * @return The same Basic object that was passed in. + */ + public add(Object: Basic) { - } - - /** - * Automatically goes through and calls update on everything you added. - */ - public update() { - - var basic: Basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if ((basic != null) && basic.exists && basic.active) + //Don't bother adding an object twice. + if (this.members.indexOf(Object) >= 0) { - basic.preUpdate(); - basic.update(); - basic.postUpdate(); + return Object; } - } - } - /** - * Automatically goes through and calls render on everything you added. - */ - public render(camera:Camera, cameraOffsetX: number, cameraOffsetY: number) { + //First, look for a null entry where we can add the object. + var i: number = 0; + var l: number = this.members.length; - var basic:Basic; - var i:number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if ((basic != null) && basic.exists && basic.visible) + while (i < l) { - basic.render(camera, cameraOffsetX, cameraOffsetY); - } - } - } - - /** - * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. - */ - public get maxSize(): number { - return this._maxSize; - } - - /** - * @private - */ - public set maxSize(Size: number) { - - this._maxSize = Size; - - if (this._marker >= this._maxSize) - { - this._marker = 0; - } - - if ((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) - { - return; - } - - //If the max size has shrunk, we need to get rid of some objects - var basic: Basic; - var i: number = this._maxSize; - var l: number = this.members.length; - - while (i < l) - { - basic = this.members[i++]; - - if (basic != null) - { - basic.destroy(); - } - } - - this.length = this.members.length = this._maxSize; - } - - /** - * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group. - * Group will try to replace a null member of the array first. - * Failing that, Group will add it to the end of the member array, - * assuming there is room for it, and doubling the size of the array if necessary. - * - *

WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!

- * - * @param Object The object you want to add to the group. - * - * @return The same Basic object that was passed in. - */ - public add(Object: Basic) { - - //Don't bother adding an object twice. - if (this.members.indexOf(Object) >= 0) - { - return Object; - } - - //First, look for a null entry where we can add the object. - var i: number = 0; - var l: number = this.members.length; - - while (i < l) - { - if (this.members[i] == null) - { - this.members[i] = Object; - - if (i >= this.length) + if (this.members[i] == null) { - this.length = i + 1; + this.members[i] = Object; + + if (i >= this.length) + { + this.length = i + 1; + } + + return Object; } - return Object; + i++; } - i++; - } - - //Failing that, expand the array (if we can) and add the object. - if (this._maxSize > 0) - { - if (this.members.length >= this._maxSize) + //Failing that, expand the array (if we can) and add the object. + if (this._maxSize > 0) { - return Object; - } - else if (this.members.length * 2 <= this._maxSize) - { - this.members.length *= 2; + if (this.members.length >= this._maxSize) + { + return Object; + } + else if (this.members.length * 2 <= this._maxSize) + { + this.members.length *= 2; + } + else + { + this.members.length = this._maxSize; + } } else { - this.members.length = this._maxSize; + this.members.length *= 2; } - } - else - { - this.members.length *= 2; + + //If we made it this far, then we successfully grew the group, + //and we can go ahead and add the object at the first open slot. + this.members[i] = Object; + this.length = i + 1; + + return Object; + } - //If we made it this far, then we successfully grew the group, - //and we can go ahead and add the object at the first open slot. - this.members[i] = Object; - this.length = i + 1; + /** + * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. + * + *

If you specified a maximum size for this group (like in Emitter), + * then recycle will employ what we're calling "rotating" recycling. + * Recycle() will first check to see if the group is at capacity yet. + * If group is not yet at capacity, recycle() returns a new object. + * If the group IS at capacity, then recycle() just returns the next object in line.

+ * + *

If you did NOT specify a maximum size for this group, + * then recycle() will employ what we're calling "grow-style" recycling. + * Recycle() will return either the first object with exists == false, + * or, finding none, add a new object to the array, + * doubling the size of the array if necessary.

+ * + *

WARNING: If this function needs to create a new object, + * and no object class was provided, it will return null + * instead of a valid object!

+ * + * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! + * + * @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;). + */ + public recycle(ObjectClass = null) { - return Object; + var basic; - } - - /** - * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. - * - *

If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.

- * - *

If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.

- * - *

WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!

- * - * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @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;). - */ - public recycle(ObjectClass = null) { - - var basic; - - if (this._maxSize > 0) - { - if (this.length < this._maxSize) + if (this._maxSize > 0) { + if (this.length < this._maxSize) + { + if (ObjectClass == null) + { + return null; + } + + return this.add(new ObjectClass()); + } + else + { + basic = this.members[this._marker++]; + + if (this._marker >= this._maxSize) + { + this._marker = 0; + } + + return basic; + } + } + else + { + basic = this.getFirstAvailable(ObjectClass); + + if (basic != null) + { + return basic; + } + if (ObjectClass == null) { return null; @@ -287,455 +322,429 @@ class Group extends Basic { return this.add(new ObjectClass()); } - else - { - basic = this.members[this._marker++]; - - if (this._marker >= this._maxSize) - { - this._marker = 0; - } - - return basic; - } } - else - { - basic = this.getFirstAvailable(ObjectClass); - if (basic != null) - { - return basic; - } + /** + * Removes an object from the group. + * + * @param Object The Basic you want to remove. + * @param Splice Whether the object should be cut from the array entirely or not. + * + * @return The removed object. + */ + public remove(Object: Basic, Splice: bool = false): Basic { - if (ObjectClass == null) + var index: number = this.members.indexOf(Object); + + if ((index < 0) || (index >= this.members.length)) { return null; } - return this.add(new ObjectClass()); - } - } - - /** - * Removes an object from the group. - * - * @param Object The Basic you want to remove. - * @param Splice Whether the object should be cut from the array entirely or not. - * - * @return The removed object. - */ - public remove(Object: Basic, Splice: bool = false): Basic { - - var index: number = this.members.indexOf(Object); - - if ((index < 0) || (index >= this.members.length)) - { - return null; - } - - if (Splice) - { - this.members.splice(index, 1); - this.length--; - } - else - { - this.members[index] = null; - } - - return Object; - - } - - /** - * Replaces an existing Basic with a new one. - * - * @param OldObject The object you want to replace. - * @param NewObject The new object you want to use instead. - * - * @return The new object. - */ - public replace(OldObject: Basic, NewObject: Basic): Basic { - - var index: number = this.members.indexOf(OldObject); - - if ((index < 0) || (index >= this.members.length)) - { - return null; - } - - this.members[index] = NewObject; - - return NewObject; - - } - - /** - * Call this function to sort the group according to a particular value and order. - * For example, to sort game objects for Zelda-style overlaps you might call - * myGroup.sort("y",Group.ASCENDING) at the bottom of your - * FlxState.update() override. To sort all existing objects after - * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). - * - * @param Index The string name of the member variable you want to sort on. Default value is "y". - * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. - */ - public sort(Index: string = "y", Order: number = Group.ASCENDING) { - - this._sortIndex = Index; - this._sortOrder = Order; - this.members.sort(this.sortHandler); - - } - - /** - * Go through and set the specified variable to the specified value on all members of the group. - * - * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". - * @param Value The value you want to assign to that variable. - * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. - */ - public setAll(VariableName: string, Value: Object, Recurse: bool = true) { - - var basic: Basic; - var i: number = 0; - - while (i < length) - { - basic = this.members[i++]; - - if (basic != null) + if (Splice) { - if (Recurse && (basic.isGroup == true)) - { - basic['setAll'](VariableName, Value, Recurse); - } - else - { - basic[VariableName] = Value; - } - } - } - } - - /** - * Go through and call the specified function on all members of the group. - * Currently only works on functions that have no required parameters. - * - * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". - * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. - */ - public callAll(FunctionName: string, Recurse: bool = true) { - - var basic: Basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if (basic != null) - { - if (Recurse && (basic.isGroup == true)) - { - basic['callAll'](FunctionName, Recurse); - } - else - { - basic[FunctionName](); - } - } - } - } - - public forEach(callback, Recurse: bool = false) { - - var basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if (basic != null) - { - if (Recurse && (basic.isGroup == true)) - { - basic.forEach(callback, true); - } - else - { - callback.call(this, basic); - } - } - } - - } - - /** - * Call this function to retrieve the first object with exists == false in the group. - * This is handy for recycling in general, e.g. respawning enemies. - * - * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class. - * - * @return A Basic currently flagged as not existing. - */ - public getFirstAvailable(ObjectClass = null) { - - var basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if ((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) - { - return basic; - } - - } - - return null; - } - - /** - * Call this function to retrieve the first index set to 'null'. - * Returns -1 if no index stores a null object. - * - * @return An int indicating the first null slot in the group. - */ - public getFirstNull(): number { - - var basic: Basic; - var i: number = 0; - var l: number = this.members.length; - - while (i < l) - { - if (this.members[i] == null) - { - return i; + this.members.splice(index, 1); + this.length--; } else { - i++; + this.members[index] = null; } + + return Object; + } - return -1; + /** + * Replaces an existing Basic with a new one. + * + * @param OldObject The object you want to replace. + * @param NewObject The new object you want to use instead. + * + * @return The new object. + */ + public replace(OldObject: Basic, NewObject: Basic): Basic { - } + var index: number = this.members.indexOf(OldObject); - /** - * Call this function to retrieve the first object with exists == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as existing. - */ - public getFirstExtant(): Basic { - - var basic: Basic; - var i: number = 0; - - while (i < length) - { - basic = this.members[i++]; - - if ((basic != null) && basic.exists) + if ((index < 0) || (index >= this.members.length)) { - return basic; + return null; } + + this.members[index] = NewObject; + + return NewObject; + } - return null; + /** + * Call this function to sort the group according to a particular value and order. + * For example, to sort game objects for Zelda-style overlaps you might call + * myGroup.sort("y",Group.ASCENDING) at the bottom of your + * FlxState.update() override. To sort all existing objects after + * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). + * + * @param Index The string name of the member variable you want to sort on. Default value is "y". + * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. + */ + public sort(Index: string = "y", Order: number = Group.ASCENDING) { - } + this._sortIndex = Index; + this._sortOrder = Order; + this.members.sort(this.sortHandler); - /** - * Call this function to retrieve the first object with dead == false in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as not dead. - */ - public getFirstAlive(): Basic { - - var basic: Basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if ((basic != null) && basic.exists && basic.alive) - { - return basic; - } } - return null; + /** + * Go through and set the specified variable to the specified value on all members of the group. + * + * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". + * @param Value The value you want to assign to that variable. + * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. + */ + public setAll(VariableName: string, Value: Object, Recurse: bool = true) { - } + var basic: Basic; + var i: number = 0; - /** - * Call this function to retrieve the first object with dead == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as dead. - */ - public getFirstDead(): Basic { - - var basic: Basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if ((basic != null) && !basic.alive) + while (i < length) { - return basic; - } - } + basic = this.members[i++]; - return null; - - } - - /** - * Call this function to find out how many members of the group are not dead. - * - * @return The number of Basics flagged as not dead. Returns -1 if group is empty. - */ - public countLiving(): number { - - var count: number = -1; - var basic: Basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if (basic != null) - { - if (count < 0) + if (basic != null) { - count = 0; - } - - if (basic.exists && basic.alive) - { - count++; + if (Recurse && (basic.isGroup == true)) + { + basic['setAll'](VariableName, Value, Recurse); + } + else + { + basic[VariableName] = Value; + } } } } - return count; + /** + * Go through and call the specified function on all members of the group. + * Currently only works on functions that have no required parameters. + * + * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". + * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. + */ + public callAll(FunctionName: string, Recurse: bool = true) { - } + var basic: Basic; + var i: number = 0; - /** - * Call this function to find out how many members of the group are dead. - * - * @return The number of Basics flagged as dead. Returns -1 if group is empty. - */ - public countDead(): number { - - var count: number = -1; - var basic: Basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if (basic != null) + while (i < this.length) { - if (count < 0) - { - count = 0; - } + basic = this.members[i++]; - if (!basic.alive) + if (basic != null) { - count++; + if (Recurse && (basic.isGroup == true)) + { + basic['callAll'](FunctionName, Recurse); + } + else + { + basic[FunctionName](); + } } } } - return count; + public forEach(callback, Recurse: bool = false) { - } + var basic; + var i: number = 0; - /** - * Returns a member at random from the group. - * - * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param Length Optional restriction on the number of values you want to randomly select from. - * - * @return A Basic from the members list. - */ - public getRandom(StartIndex: number = 0, Length: number = 0): Basic { - - if (Length == 0) - { - Length = this.length; - } - - return this._game.math.getRandom(this.members, StartIndex, Length); - - } - - /** - * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list. - * WARNING: does not destroy() or kill() any of these objects! - */ - public clear() { - this.length = this.members.length = 0; - } - - /** - * Calls kill on the group's members and then on the group itself. - */ - public kill() { - - var basic: Basic; - var i: number = 0; - - while (i < this.length) - { - basic = this.members[i++]; - - if ((basic != null) && basic.exists) + while (i < this.length) { - basic.kill(); + basic = this.members[i++]; + + if (basic != null) + { + if (Recurse && (basic.isGroup == true)) + { + basic.forEach(callback, true); + } + else + { + callback.call(this, basic); + } + } } + } - } + /** + * Call this function to retrieve the first object with exists == false in the group. + * This is handy for recycling in general, e.g. respawning enemies. + * + * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class. + * + * @return A Basic currently flagged as not existing. + */ + public getFirstAvailable(ObjectClass = null) { - /** - * Helper function for the sort process. - * - * @param Obj1 The first object being sorted. - * @param Obj2 The second object being sorted. - * - * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). - */ - public sortHandler(Obj1: Basic, Obj2: Basic): number { + var basic; + var i: number = 0; - if (Obj1[this._sortIndex] < Obj2[this._sortIndex]) - { - return this._sortOrder; - } - else if (Obj1[this._sortIndex] > Obj2[this._sortIndex]) - { - return -this._sortOrder; + while (i < this.length) + { + basic = this.members[i++]; + + if ((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) + { + return basic; + } + + } + + return null; } - return 0; + /** + * Call this function to retrieve the first index set to 'null'. + * Returns -1 if no index stores a null object. + * + * @return An int indicating the first null slot in the group. + */ + public getFirstNull(): number { + + var basic: Basic; + var i: number = 0; + var l: number = this.members.length; + + while (i < l) + { + if (this.members[i] == null) + { + return i; + } + else + { + i++; + } + } + + return -1; + + } + + /** + * Call this function to retrieve the first object with exists == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as existing. + */ + public getFirstExtant(): Basic { + + var basic: Basic; + var i: number = 0; + + while (i < length) + { + basic = this.members[i++]; + + if ((basic != null) && basic.exists) + { + return basic; + } + } + + return null; + + } + + /** + * Call this function to retrieve the first object with dead == false in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as not dead. + */ + public getFirstAlive(): Basic { + + var basic: Basic; + var i: number = 0; + + while (i < this.length) + { + basic = this.members[i++]; + + if ((basic != null) && basic.exists && basic.alive) + { + return basic; + } + } + + return null; + + } + + /** + * Call this function to retrieve the first object with dead == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as dead. + */ + public getFirstDead(): Basic { + + var basic: Basic; + var i: number = 0; + + while (i < this.length) + { + basic = this.members[i++]; + + if ((basic != null) && !basic.alive) + { + return basic; + } + } + + return null; + + } + + /** + * Call this function to find out how many members of the group are not dead. + * + * @return The number of Basics flagged as not dead. Returns -1 if group is empty. + */ + public countLiving(): number { + + var count: number = -1; + var basic: Basic; + var i: number = 0; + + while (i < this.length) + { + basic = this.members[i++]; + + if (basic != null) + { + if (count < 0) + { + count = 0; + } + + if (basic.exists && basic.alive) + { + count++; + } + } + } + + return count; + + } + + /** + * Call this function to find out how many members of the group are dead. + * + * @return The number of Basics flagged as dead. Returns -1 if group is empty. + */ + public countDead(): number { + + var count: number = -1; + var basic: Basic; + var i: number = 0; + + while (i < this.length) + { + basic = this.members[i++]; + + if (basic != null) + { + if (count < 0) + { + count = 0; + } + + if (!basic.alive) + { + count++; + } + } + } + + return count; + + } + + /** + * Returns a member at random from the group. + * + * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param Length Optional restriction on the number of values you want to randomly select from. + * + * @return A Basic from the members list. + */ + public getRandom(StartIndex: number = 0, Length: number = 0): Basic { + + if (Length == 0) + { + Length = this.length; + } + + return this._game.math.getRandom(this.members, StartIndex, Length); + + } + + /** + * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list. + * WARNING: does not destroy() or kill() any of these objects! + */ + public clear() { + this.length = this.members.length = 0; + } + + /** + * Calls kill on the group's members and then on the group itself. + */ + public kill() { + + var basic: Basic; + var i: number = 0; + + while (i < this.length) + { + basic = this.members[i++]; + + if ((basic != null) && basic.exists) + { + basic.kill(); + } + } + + } + + /** + * Helper function for the sort process. + * + * @param Obj1 The first object being sorted. + * @param Obj2 The second object being sorted. + * + * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). + */ + public sortHandler(Obj1: Basic, Obj2: Basic): number { + + if (Obj1[this._sortIndex] < Obj2[this._sortIndex]) + { + return this._sortOrder; + } + else if (Obj1[this._sortIndex] > Obj2[this._sortIndex]) + { + return -this._sortOrder; + } + + return 0; + + } } diff --git a/Phaser/Loader.ts b/Phaser/Loader.ts index 11157d807..4f5823fcb 100644 --- a/Phaser/Loader.ts +++ b/Phaser/Loader.ts @@ -1,327 +1,335 @@ -/// +/// -class Loader { +/** +* Phaser +*/ - constructor(game: Game, callback) { +module Phaser { - this._game = game; - this._gameCreateComplete = callback; - this._keys = []; - this._fileList = {}; - this._xhr = new XMLHttpRequest(); + export class Loader { - } + constructor(game: Game, callback) { - private _game: Game; - private _keys: string []; - private _fileList; - private _gameCreateComplete; - private _onComplete; - private _onFileLoad; - private _progressChunk: number; - private _xhr: XMLHttpRequest; + this._game = game; + this._gameCreateComplete = callback; + this._keys = []; + this._fileList = {}; + this._xhr = new XMLHttpRequest(); - public hasLoaded: bool; - public progress: number; - - private checkKeyExists(key: string): bool { - - if (this._fileList[key]) - { - return true; - } - else - { - return false; } - } + private _game: Game; + private _keys: string[]; + private _fileList; + private _gameCreateComplete; + private _onComplete; + private _onFileLoad; + private _progressChunk: number; + private _xhr: XMLHttpRequest; - public addImageFile(key:string, url: string) { + public hasLoaded: bool; + public progress: number; - if (this.checkKeyExists(key) === false) - { - this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false }; - this._keys.push(key); - } + private checkKeyExists(key: string): bool { - } - - public addSpriteSheet(key:string, url: string, frameWidth:number, frameHeight:number, frameMax?:number = -1) { - - if (this.checkKeyExists(key) === false) - { - this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false }; - this._keys.push(key); - } - - } - - public addTextureAtlas(key: string, url: string, jsonURL?:string = null, jsonData? = null) { - - //console.log('addTextureAtlas'); - //console.log(typeof jsonData); - - if (this.checkKeyExists(key) === false) - { - if (jsonURL !== null) + if (this._fileList[key]) { - //console.log('A URL to a json file has been given'); - // A URL to a json file has been given - this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: jsonURL, jsonData: null, error: false, loaded: false }; - this._keys.push(key); + return true; } else { - // A json string or object has been given - if (typeof jsonData === 'string') - { - //console.log('A json string has been given'); - var data = JSON.parse(jsonData); - //console.log(data); - // Malformed? - if (data['frames']) - { - //console.log('frames array found'); - this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: data['frames'], error: false, loaded: false }; - this._keys.push(key); - } - } - else - { - //console.log('A json object has been given', jsonData); - // Malformed? - if (jsonData['frames']) - { - //console.log('frames array found'); - this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: jsonData['frames'], error: false, loaded: false }; - this._keys.push(key); - } - } - + return false; } } - - } - public addAudioFile(key:string, url: string) { + public addImageFile(key: string, url: string) { - if (this.checkKeyExists(key) === false) - { - this._fileList[key] = { type: 'audio', key: key, url: url, data: null, buffer: null, error: false, loaded: false }; - this._keys.push(key); - } - - } - - public addTextFile(key:string, url: string) { - - if (this.checkKeyExists(key) === false) - { - this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false }; - this._keys.push(key); - } - - } - - public removeFile(key: string) { - - delete this._fileList[key]; - - } - - public removeAll() { - - this._fileList = {}; - - } - - public load(onFileLoadCallback = null, onCompleteCallback = null) { - - this.progress = 0; - this.hasLoaded = false; - - this._onComplete = onCompleteCallback; - - if (onCompleteCallback == null) - { - this._onComplete = this._game.onCreateCallback; - } - - this._onFileLoad = onFileLoadCallback; - - if (this._keys.length > 0) - { - this._progressChunk = 100 / this._keys.length; - this.loadFile(); - } - else - { - this.progress = 1; - this.hasLoaded = true; - this._gameCreateComplete.call(this._game); - - if (this._onComplete !== null) + if (this.checkKeyExists(key) === false) { - this._onComplete.call(this._game.callbackContext); + this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false }; + this._keys.push(key); } + } - } + public addSpriteSheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number = -1) { - private loadFile() { + if (this.checkKeyExists(key) === false) + { + this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false }; + this._keys.push(key); + } - var file = this._fileList[this._keys.pop()]; - - // Image or Data? - - switch (file.type) - { - case 'image': - case 'spritesheet': - case 'textureatlas': - file.data = new Image(); - file.data.name = file.key; - file.data.onload = () => this.fileComplete(file.key); - file.data.onerror = () => this.fileError(file.key); - file.data.src = file.url; - break; - - case 'audio': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "arraybuffer"; - this._xhr.onload = () => this.fileComplete(file.key); - this._xhr.onerror = () => this.fileError(file.key); - this._xhr.send(); - break; - - case 'text': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "text"; - this._xhr.onload = () => this.fileComplete(file.key); - this._xhr.onerror = () => this.fileError(file.key); - this._xhr.send(); - break; } - } + public addTextureAtlas(key: string, url: string, jsonURL?: string = null, jsonData? = null) { - private fileError(key: string) { + //console.log('addTextureAtlas'); + //console.log(typeof jsonData); - this._fileList[key].loaded = true; - this._fileList[key].error = true; - - this.nextFile(key, false); - - } - - private fileComplete(key:string) { - - this._fileList[key].loaded = true; - - var file = this._fileList[key]; - var loadNext: bool = true; - - switch (file.type) - { - case 'image': - this._game.cache.addImage(file.key, file.url, file.data); - break; - - case 'spritesheet': - this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); - break; - - case 'textureatlas': - //console.log('texture atlas loaded'); - if (file.jsonURL == null) + if (this.checkKeyExists(key) === false) + { + if (jsonURL !== null) { - this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData); + //console.log('A URL to a json file has been given'); + // A URL to a json file has been given + this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: jsonURL, jsonData: null, error: false, loaded: false }; + this._keys.push(key); } else { - // Load the JSON before carrying on with the next file - //console.log('Loading the JSON before carrying on with the next file'); - loadNext = false; - this._xhr.open("GET", file.jsonURL, true); - this._xhr.responseType = "text"; - this._xhr.onload = () => this.jsonLoadComplete(file.key); - this._xhr.onerror = () => this.jsonLoadError(file.key); + // A json string or object has been given + if (typeof jsonData === 'string') + { + //console.log('A json string has been given'); + var data = JSON.parse(jsonData); + //console.log(data); + // Malformed? + if (data['frames']) + { + //console.log('frames array found'); + this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: data['frames'], error: false, loaded: false }; + this._keys.push(key); + } + } + else + { + //console.log('A json object has been given', jsonData); + // Malformed? + if (jsonData['frames']) + { + //console.log('frames array found'); + this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: jsonData['frames'], error: false, loaded: false }; + this._keys.push(key); + } + } + + } + + } + + } + + public addAudioFile(key: string, url: string) { + + if (this.checkKeyExists(key) === false) + { + this._fileList[key] = { type: 'audio', key: key, url: url, data: null, buffer: null, error: false, loaded: false }; + this._keys.push(key); + } + + } + + public addTextFile(key: string, url: string) { + + if (this.checkKeyExists(key) === false) + { + this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false }; + this._keys.push(key); + } + + } + + public removeFile(key: string) { + + delete this._fileList[key]; + + } + + public removeAll() { + + this._fileList = {}; + + } + + public load(onFileLoadCallback = null, onCompleteCallback = null) { + + this.progress = 0; + this.hasLoaded = false; + + this._onComplete = onCompleteCallback; + + if (onCompleteCallback == null) + { + this._onComplete = this._game.onCreateCallback; + } + + this._onFileLoad = onFileLoadCallback; + + if (this._keys.length > 0) + { + this._progressChunk = 100 / this._keys.length; + this.loadFile(); + } + else + { + this.progress = 1; + this.hasLoaded = true; + this._gameCreateComplete.call(this._game); + + if (this._onComplete !== null) + { + this._onComplete.call(this._game.callbackContext); + } + } + + } + + private loadFile() { + + var file = this._fileList[this._keys.pop()]; + + // Image or Data? + + switch (file.type) + { + case 'image': + case 'spritesheet': + case 'textureatlas': + file.data = new Image(); + file.data.name = file.key; + file.data.onload = () => this.fileComplete(file.key); + file.data.onerror = () => this.fileError(file.key); + file.data.src = file.url; + break; + + case 'audio': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "arraybuffer"; + this._xhr.onload = () => this.fileComplete(file.key); + this._xhr.onerror = () => this.fileError(file.key); this._xhr.send(); - } - break; + break; - case 'audio': - file.data = this._xhr.response; - this._game.cache.addSound(file.key, file.url, file.data); - break; - - case 'text': - file.data = this._xhr.response; - this._game.cache.addText(file.key, file.url, file.data); - break; - } - - if (loadNext) - { - this.nextFile(key, true); - } - - } - - private jsonLoadComplete(key:string) { - - //console.log('json load complete'); - - var data = JSON.parse(this._xhr.response); - - //console.log(data); - - // Malformed? - if (data['frames']) - { - var file = this._fileList[key]; - this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']); - } - - this.nextFile(key, true); - - } - - private jsonLoadError(key:string) { - - //console.log('json load error'); - - var file = this._fileList[key]; - file.error = true; - this.nextFile(key, true); - - } - - private nextFile(previousKey:string, success:bool) { - - this.progress = Math.round(this.progress + this._progressChunk); - - if (this._onFileLoad) - { - this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); - } - - if (this._keys.length > 0) - { - this.loadFile(); - } - else - { - this.hasLoaded = true; - this.removeAll(); - this._gameCreateComplete.call(this._game); - - if (this._onComplete !== null) - { - this._onComplete.call(this._game.callbackContext); + case 'text': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "text"; + this._xhr.onload = () => this.fileComplete(file.key); + this._xhr.onerror = () => this.fileError(file.key); + this._xhr.send(); + break; } + + } + + private fileError(key: string) { + + this._fileList[key].loaded = true; + this._fileList[key].error = true; + + this.nextFile(key, false); + + } + + private fileComplete(key: string) { + + this._fileList[key].loaded = true; + + var file = this._fileList[key]; + var loadNext: bool = true; + + switch (file.type) + { + case 'image': + this._game.cache.addImage(file.key, file.url, file.data); + break; + + case 'spritesheet': + this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); + break; + + case 'textureatlas': + //console.log('texture atlas loaded'); + if (file.jsonURL == null) + { + this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData); + } + else + { + // Load the JSON before carrying on with the next file + //console.log('Loading the JSON before carrying on with the next file'); + loadNext = false; + this._xhr.open("GET", file.jsonURL, true); + this._xhr.responseType = "text"; + this._xhr.onload = () => this.jsonLoadComplete(file.key); + this._xhr.onerror = () => this.jsonLoadError(file.key); + this._xhr.send(); + } + break; + + case 'audio': + file.data = this._xhr.response; + this._game.cache.addSound(file.key, file.url, file.data); + break; + + case 'text': + file.data = this._xhr.response; + this._game.cache.addText(file.key, file.url, file.data); + break; + } + + if (loadNext) + { + this.nextFile(key, true); + } + + } + + private jsonLoadComplete(key: string) { + + //console.log('json load complete'); + + var data = JSON.parse(this._xhr.response); + + //console.log(data); + + // Malformed? + if (data['frames']) + { + var file = this._fileList[key]; + this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']); + } + + this.nextFile(key, true); + + } + + private jsonLoadError(key: string) { + + //console.log('json load error'); + + var file = this._fileList[key]; + file.error = true; + this.nextFile(key, true); + + } + + private nextFile(previousKey: string, success: bool) { + + this.progress = Math.round(this.progress + this._progressChunk); + + if (this._onFileLoad) + { + this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); + } + + if (this._keys.length > 0) + { + this.loadFile(); + } + else + { + this.hasLoaded = true; + this.removeAll(); + this._gameCreateComplete.call(this._game); + + if (this._onComplete !== null) + { + this._onComplete.call(this._game.callbackContext); + } + } + } } diff --git a/Phaser/Motion.ts b/Phaser/Motion.ts new file mode 100644 index 000000000..68bc64945 --- /dev/null +++ b/Phaser/Motion.ts @@ -0,0 +1,403 @@ +/// +/// + +/** + * Phaser - Motion +*/ + +module Phaser { + + export class Motion { + + constructor(game: Game) { + + this._game = game; + + } + + private _game: Game; + + /** + * A tween-like function that takes a starting velocity + * and some other factors and returns an altered velocity. + * + * @param Velocity Any component of velocity (e.g. 20). + * @param Acceleration Rate at which the velocity is changing. + * @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. + * @param Max An absolute value cap for the velocity. + * + * @return The altered Velocity value. + */ + public computeVelocity(Velocity: number, Acceleration: number = 0, Drag: number = 0, Max: number = 10000): number { + + if (Acceleration !== 0) + { + Velocity += Acceleration * this._game.time.elapsed; + } + else if (Drag !== 0) + { + var drag: number = Drag * this._game.time.elapsed; + + if (Velocity - drag > 0) + { + Velocity = Velocity - drag; + } + else if (Velocity + drag < 0) + { + Velocity += drag; + } + else + { + Velocity = 0; + } + } + + if ((Velocity != 0) && (Max != 10000)) + { + if (Velocity > Max) + { + Velocity = Max; + } + else if (Velocity < -Max) + { + Velocity = -Max; + } + } + + return Velocity; + + } + + /** + * Given the angle and speed calculate the velocity and return it as a Point + * + * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * @param speed The speed it will move, in pixels per second sq + * + * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value + */ + public velocityFromAngle(angle: number, speed: number): Point { + + var a: number = this._game.math.degreesToRadians(angle); + + return new Point((Math.cos(a) * speed), (Math.sin(a) * speed)); + + } + + /** + * Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * If you need the object to accelerate, see accelerateTowardsObject() instead + * Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all) + * + * @param source The Sprite on which the velocity will be set + * @param dest The Sprite where the source object will move to + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + public moveTowardsObject(source:GameObject, dest:GameObject, speed:number= 60, maxTime:number = 0) + { + var a:number = this.angleBetween(source, dest); + + if (maxTime > 0) + { + var d:number = this.distanceBetween(source, dest); + + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + + } + + /** + * Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsObject() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param dest The Sprite where the source object will move towards + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + public accelerateTowardsObject(source:GameObject, dest:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number) + { + var a:number = this.angleBetween(source, dest); + + source.velocity.x = 0; + source.velocity.y = 0; + + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + + } + + /** + * Move the given Sprite towards the mouse pointer coordinates at a steady velocity + * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * + * @param source The Sprite to move + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + public moveTowardsMouse(source:GameObject, speed:number = 60, maxTime:number = 0) + { + var a:number = this.angleBetweenMouse(source); + + if (maxTime > 0) + { + var d:number = this.distanceToMouse(source); + + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + + } + + /** + * Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsMouse() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + public accelerateTowardsMouse(source:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number) + { + var a:number = this.angleBetweenMouse(source); + + source.velocity.x = 0; + source.velocity.y = 0; + + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + } + + /** + * Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * + * @param source The Sprite to move + * @param target The Point coordinates to move the source Sprite towards + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + public moveTowardsPoint(source:GameObject, target:Point, speed:number = 60, maxTime:number = 0) + { + var a:number = this.angleBetweenPoint(source, target); + + if (maxTime > 0) + { + var d:number = this.distanceToPoint(source, target); + + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + } + + /** + * Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsPoint() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param target The Point coordinates to move the source Sprite towards + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + public accelerateTowardsPoint(source:GameObject, target:Point, speed:number, xSpeedMax:number, ySpeedMax:number) + { + var a:number = this.angleBetweenPoint(source, target); + + source.velocity.x = 0; + source.velocity.y = 0; + + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + } + + /** + * Find the distance (in pixels, rounded) between two Sprites, taking their origin into account + * + * @param a The first Sprite + * @param b The second Sprite + * @return int Distance (in pixels) + */ + public distanceBetween(a:GameObject, b:GameObject):number + { + var dx:number = (a.x + a.origin.x) - (b.x + b.origin.x); + var dy:number = (a.y + a.origin.y) - (b.y + b.origin.y); + + return this._game.math.vectorLength(dx, dy); + + } + + /** + * Find the distance (in pixels, rounded) from an Sprite to the given Point, taking the source origin into account + * + * @param a The Sprite + * @param target The Point + * @return int Distance (in pixels) + */ + public distanceToPoint(a:GameObject, target:Point):number + { + var dx:number = (a.x + a.origin.x) - (target.x); + var dy:number = (a.y + a.origin.y) - (target.y); + + return this._game.math.vectorLength(dx, dy); + } + + /** + * Find the distance (in pixels, rounded) from the object x/y and the mouse x/y + * + * @param a The Sprite to test against + * @return int The distance between the given sprite and the mouse coordinates + */ + public distanceToMouse(a:GameObject):number + { + var dx: number = (a.x + a.origin.x) - this._game.input.x; + var dy: number = (a.y + a.origin.y) - this._game.input.y; + + return this._game.math.vectorLength(dx, dy); + } + + /** + * Find the angle (in radians) between an Sprite and an Point. The source sprite takes its x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Sprite to test from + * @param target The Point to angle the Sprite towards + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + public angleBetweenPoint(a:GameObject, target:Point, asDegrees:bool = false):number + { + var dx:number = (target.x) - (a.x + a.origin.x); + var dy:number = (target.y) - (a.y + a.origin.y); + + if (asDegrees) + { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } + else + { + return Math.atan2(dy, dx); + } + } + + /** + * Find the angle (in radians) between the two Sprite, taking their x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Sprite to test from + * @param b The Sprite to test to + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + public angleBetween(a:GameObject, b:GameObject, asDegrees:bool = false):number + { + var dx:number = (b.x + b.origin.x) - (a.x + a.origin.x); + var dy:number = (b.y + b.origin.y) - (a.y + a.origin.y); + + if (asDegrees) + { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } + else + { + return Math.atan2(dy, dx); + } + } + + /** + * Given the GameObject and speed calculate the velocity and return it as an Point based on the direction the sprite is facing + * + * @param parent The Sprite to get the facing value from + * @param speed The speed it will move, in pixels per second sq + * + * @return An Point where Point.x contains the velocity x value and Point.y contains the velocity y value + */ + public velocityFromFacing(parent:GameObject, speed:number):Point + { + var a:number; + + if (parent.facing == Collision.LEFT) + { + a = this._game.math.degreesToRadians(180); + } + else if (parent.facing == Collision.RIGHT) + { + a = this._game.math.degreesToRadians(0); + } + else if (parent.facing == Collision.UP) + { + a = this._game.math.degreesToRadians(-90); + } + else if (parent.facing == Collision.DOWN) + { + a = this._game.math.degreesToRadians(90); + } + + return new Point(Math.cos(a) * speed, Math.sin(a) * speed); + + } + + /** + * Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Object to test from + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + public angleBetweenMouse(a:GameObject, asDegrees:bool = false):number + { + // In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates) + var p:Point = a.getScreenXY(); + + var dx:number = a._game.input.x - p.x; + var dy:number = a._game.input.y - p.y; + + if (asDegrees) + { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } + else + { + return Math.atan2(dy, dx); + } + } + + } + +} diff --git a/Phaser/Particle.ts b/Phaser/Particle.ts deleted file mode 100644 index aae67c2e3..000000000 --- a/Phaser/Particle.ts +++ /dev/null @@ -1,104 +0,0 @@ -/// - -/** - * This is a simple particle class that extends the default behavior - * of Sprite to have slightly more specialized behavior - * common to many game scenarios. You can override and extend this class - * just like you would Sprite. While Emitter - * used to work with just any old sprite, it now requires a - * Particle based class. - * - * @author Adam Atomic - * @author Richard Davey - */ -class Particle extends Sprite { - - /** - * Instantiate a new particle. Like Sprite, all meaningful creation - * happens during loadGraphic() or makeGraphic() or whatever. - */ - constructor(game: Game) { - - super(game); - - this.lifespan = 0; - this.friction = 500; - } - - /** - * How long this particle lives before it disappears. - * NOTE: this is a maximum, not a minimum; the object - * could get recycled before its lifespan is up. - */ - public lifespan: number; - - /** - * Determines how quickly the particles come to rest on the ground. - * Only used if the particle has gravity-like acceleration applied. - * @default 500 - */ - public friction: number; - - /** - * The particle's main update logic. Basically it checks to see if it should - * be dead yet, and then has some special bounce behavior if there is some gravity on it. - */ - public update() { - //lifespan behavior - if (this.lifespan <= 0) - { - return; - } - - this.lifespan -= this._game.time.elapsed; - - if (this.lifespan <= 0) - { - this.kill(); - } - - //simpler bounce/spin behavior for now - if (this.touching) - { - if (this.angularVelocity != 0) - { - this.angularVelocity = -this.angularVelocity; - } - } - - if (this.acceleration.y > 0) //special behavior for particles with gravity - { - if (this.touching & GameObject.FLOOR) - { - this.drag.x = this.friction; - - if (!(this.wasTouching & GameObject.FLOOR)) - { - if (this.velocity.y < -this.elasticity * 10) - { - if (this.angularVelocity != 0) - { - this.angularVelocity *= -this.elasticity; - } - } - else - { - this.velocity.y = 0; - this.angularVelocity = 0; - } - } - } - else - { - this.drag.x = 0; - } - } - } - - /** - * Triggered whenever this object is launched by a Emitter. - * You can override this to add custom behavior like a sound or AI or something. - */ - public onEmit() { - } -} diff --git a/Phaser/Phaser.csproj b/Phaser/Phaser.csproj index d17204cd3..4e5892674 100644 --- a/Phaser/Phaser.csproj +++ b/Phaser/Phaser.csproj @@ -1,4 +1,4 @@ - + Debug @@ -46,31 +46,32 @@ ES5 true false - phaser.js + ../build/phaser.js ES5 false - true - phaser.js + false + ../build/phaser.js + - + - + - + - + @@ -93,21 +94,35 @@ - + - - + + + + + + + + + + + + + + + + + + - - DynamicTexture.ts - + - cd $(ProjectDir) -copy $(ProjectDir)phaser.js ..\Tests\ + cd $(ProjectDir)..\build +copy phaser.js ..\Tests\ \ No newline at end of file diff --git a/Phaser/Phaser.ts b/Phaser/Phaser.ts new file mode 100644 index 000000000..6b40f2c47 --- /dev/null +++ b/Phaser/Phaser.ts @@ -0,0 +1,20 @@ +/** +* Phaser +* +* v0.9 - April 18th 2013 +* +* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi. +* +* Richard Davey (@photonstorm) +* Adam Saltsman (@ADAMATOMIC) (original Flixel code) +* +* "If you want your children to be intelligent, read them fairy tales." +* "If you want them to be more intelligent, read them more fairy tales." +* -- Albert Einstein +*/ + +module Phaser { + + export var VERSION: string = 'Phaser version 0.9'; + +} diff --git a/Phaser/Signal.ts b/Phaser/Signal.ts index d8643b672..832692ac3 100644 --- a/Phaser/Signal.ts +++ b/Phaser/Signal.ts @@ -21,316 +21,324 @@ * @author Miller Medeiros * @constructor */ -class Signal { - /** - * - * @property _bindings - * @type Array - * @private - */ - private _bindings: SignalBinding[] = []; +/** +* Phaser +*/ - /** - * - * @property _prevParams - * @type Any - * @private - */ - private _prevParams = null; +module Phaser { - /** - * Signals Version Number - * @property VERSION - * @type String - * @const - */ - public static VERSION: string = '1.0.0'; + export class Signal { - /** - * If Signal should keep record of previously dispatched parameters and - * automatically execute listener during `add()`/`addOnce()` if Signal was - * already dispatched before. - * @type boolean - */ - public memorize: bool = false; + /** + * + * @property _bindings + * @type Array + * @private + */ + private _bindings: SignalBinding[] = []; - /** - * @type boolean - * @private - */ - private _shouldPropagate: bool = true; + /** + * + * @property _prevParams + * @type Any + * @private + */ + private _prevParams = null; - /** - * If Signal is active and should broadcast events. - *

IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.

- * @type boolean - */ - public active: bool = true; + /** + * Signals Version Number + * @property VERSION + * @type String + * @const + */ + public static VERSION: string = '1.0.0'; - /** - * - * @method validateListener - * @param {Any} listener - * @param {Any} fnName - */ - public validateListener(listener, fnName) { + /** + * If Signal should keep record of previously dispatched parameters and + * automatically execute listener during `add()`/`addOnce()` if Signal was + * already dispatched before. + * @type boolean + */ + public memorize: bool = false; - if (typeof listener !== 'function') - { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } + /** + * @type boolean + * @private + */ + private _shouldPropagate: bool = true; - } + /** + * If Signal is active and should broadcast events. + *

IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.

+ * @type boolean + */ + public active: bool = true; - /** - * @param {Function} listener - * @param {boolean} isOnce - * @param {Object} [listenerContext] - * @param {Number} [priority] - * @return {SignalBinding} - * @private - */ - private _registerListener(listener, isOnce: bool, listenerContext, priority: number): SignalBinding { + /** + * + * @method validateListener + * @param {Any} listener + * @param {Any} fnName + */ + public validateListener(listener, fnName) { - var prevIndex: number = this._indexOfListener(listener, listenerContext); - var binding: SignalBinding; - - if (prevIndex !== -1) - { - binding = this._bindings[prevIndex]; - - if (binding.isOnce() !== isOnce) + if (typeof listener !== 'function') { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); + throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); } - } - else - { - binding = new SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); } - if (this.memorize && this._prevParams) - { - binding.execute(this._prevParams); - } + /** + * @param {Function} listener + * @param {boolean} isOnce + * @param {Object} [listenerContext] + * @param {Number} [priority] + * @return {SignalBinding} + * @private + */ + private _registerListener(listener, isOnce: bool, listenerContext, priority: number): SignalBinding { - return binding; + var prevIndex: number = this._indexOfListener(listener, listenerContext); + var binding: SignalBinding; - } - - /** - * - * @method _addBinding - * @param {SignalBinding} binding - * @private - */ - private _addBinding(binding: SignalBinding) { - - //simplified insertion sort - - var n: number = this._bindings.length; - - do { --n; } while (this._bindings[n] && binding.priority <= this._bindings[n].priority); - - this._bindings.splice(n + 1, 0, binding); - - } - - /** - * - * @method _indexOfListener - * @param {Function} listener - * @return {number} - * @private - */ - private _indexOfListener(listener, context): number { - - var n: number = this._bindings.length; - var cur: SignalBinding; - - while (n--) - { - cur = this._bindings[n]; - - if (cur.getListener() === listener && cur.context === context) + if (prevIndex !== -1) { - return n; + binding = this._bindings[prevIndex]; + + if (binding.isOnce() !== isOnce) + { + throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); + } } + else + { + binding = new SignalBinding(this, listener, isOnce, listenerContext, priority); + + this._addBinding(binding); + } + + if (this.memorize && this._prevParams) + { + binding.execute(this._prevParams); + } + + return binding; + } - return -1; + /** + * + * @method _addBinding + * @param {SignalBinding} binding + * @private + */ + private _addBinding(binding: SignalBinding) { - } + //simplified insertion sort - /** - * Check if listener was attached to Signal. - * @param {Function} listener - * @param {Object} [context] - * @return {boolean} if Signal has the specified listener. - */ - public has(listener, context?: any = null): bool { + var n: number = this._bindings.length; - return this._indexOfListener(listener, context) !== -1; + do { --n; } while (this._bindings[n] && binding.priority <= this._bindings[n].priority); - } + this._bindings.splice(n + 1, 0, binding); - /** - * Add a listener to the signal. - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - public add(listener, listenerContext?: any = null, priority?: number = 0): SignalBinding { - - this.validateListener(listener, 'add'); - - return this._registerListener(listener, false, listenerContext, priority); - - } - - /** - * Add listener to the signal that should be removed after first execution (will be executed only once). - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - public addOnce(listener, listenerContext?: any = null, priority?: number = 0): SignalBinding { - - this.validateListener(listener, 'addOnce'); - - return this._registerListener(listener, true, listenerContext, priority); - - } - - /** - * Remove a single listener from the dispatch queue. - * @param {Function} listener Handler function that should be removed. - * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). - * @return {Function} Listener handler function. - */ - public remove(listener, context?: any = null) { - - this.validateListener(listener, 'remove'); - - var i: number = this._indexOfListener(listener, context); - - if (i !== -1) - { - this._bindings[i]._destroy(); //no reason to a SignalBinding exist if it isn't attached to a signal - this._bindings.splice(i, 1); } - return listener; + /** + * + * @method _indexOfListener + * @param {Function} listener + * @return {number} + * @private + */ + private _indexOfListener(listener, context): number { - } + var n: number = this._bindings.length; + var cur: SignalBinding; - /** - * Remove all listeners from the Signal. - */ - public removeAll() { + while (n--) + { + cur = this._bindings[n]; - var n: number = this._bindings.length; + if (cur.getListener() === listener && cur.context === context) + { + return n; + } + } + + return -1; - while (n--) - { - this._bindings[n]._destroy(); } - this._bindings.length = 0; + /** + * Check if listener was attached to Signal. + * @param {Function} listener + * @param {Object} [context] + * @return {boolean} if Signal has the specified listener. + */ + public has(listener, context?: any = null): bool { - } + return this._indexOfListener(listener, context) !== -1; - /** - * @return {number} Number of listeners attached to the Signal. - */ - public getNumListeners(): number { - - return this._bindings.length; - - } - - /** - * Stop propagation of the event, blocking the dispatch to next listeners on the queue. - *

IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.

- * @see Signal.prototype.disable - */ - public halt() { - - this._shouldPropagate = false; - - } - - /** - * Dispatch/Broadcast Signal to all listeners added to the queue. - * @param {...*} [params] Parameters that should be passed to each handler. - */ - public dispatch(...paramsArr: any[]) { - - if (!this.active) - { - return; } - var n: number = this._bindings.length; - var bindings: SignalBinding[]; + /** + * Add a listener to the signal. + * @param {Function} listener Signal handler function. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) + * @return {SignalBinding} An Object representing the binding between the Signal and listener. + */ + public add(listener, listenerContext?: any = null, priority?: number = 0): SignalBinding { + + this.validateListener(listener, 'add'); + + return this._registerListener(listener, false, listenerContext, priority); - if (this.memorize) - { - this._prevParams = paramsArr; } - if (!n) - { - //should come after memorize - return; + /** + * Add listener to the signal that should be removed after first execution (will be executed only once). + * @param {Function} listener Signal handler function. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) + * @return {SignalBinding} An Object representing the binding between the Signal and listener. + */ + public addOnce(listener, listenerContext?: any = null, priority?: number = 0): SignalBinding { + + this.validateListener(listener, 'addOnce'); + + return this._registerListener(listener, true, listenerContext, priority); + } - bindings = this._bindings.slice(0); //clone array in case add/remove items during dispatch + /** + * Remove a single listener from the dispatch queue. + * @param {Function} listener Handler function that should be removed. + * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). + * @return {Function} Listener handler function. + */ + public remove(listener, context?: any = null) { - this._shouldPropagate = true; //in case `halt` was called before dispatch or during the previous dispatch. + this.validateListener(listener, 'remove'); - //execute all callbacks until end of the list or until a callback returns `false` or stops propagation - //reverse loop since listeners with higher priority will be added at the end of the list - do { n--; } while (bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); + var i: number = this._indexOfListener(listener, context); + + if (i !== -1) + { + this._bindings[i]._destroy(); //no reason to a SignalBinding exist if it isn't attached to a signal + this._bindings.splice(i, 1); + } + + return listener; + + } + + /** + * Remove all listeners from the Signal. + */ + public removeAll() { + + var n: number = this._bindings.length; + + while (n--) + { + this._bindings[n]._destroy(); + } + + this._bindings.length = 0; + + } + + /** + * @return {number} Number of listeners attached to the Signal. + */ + public getNumListeners(): number { + + return this._bindings.length; + + } + + /** + * Stop propagation of the event, blocking the dispatch to next listeners on the queue. + *

IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.

+ * @see Signal.prototype.disable + */ + public halt() { + + this._shouldPropagate = false; + + } + + /** + * Dispatch/Broadcast Signal to all listeners added to the queue. + * @param {...*} [params] Parameters that should be passed to each handler. + */ + public dispatch(...paramsArr: any[]) { + + if (!this.active) + { + return; + } + + var n: number = this._bindings.length; + var bindings: SignalBinding[]; + + if (this.memorize) + { + this._prevParams = paramsArr; + } + + if (!n) + { + //should come after memorize + return; + } + + bindings = this._bindings.slice(0); //clone array in case add/remove items during dispatch + + this._shouldPropagate = true; //in case `halt` was called before dispatch or during the previous dispatch. + + //execute all callbacks until end of the list or until a callback returns `false` or stops propagation + //reverse loop since listeners with higher priority will be added at the end of the list + do { n--; } while (bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); + + } + + /** + * Forget memorized arguments. + * @see Signal.memorize + */ + public forget() { + + this._prevParams = null; + + } + + /** + * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). + *

IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.

+ */ + public dispose() { + + this.removeAll(); + + delete this._bindings; + delete this._prevParams; + + } + + /** + * @return {string} String representation of the object. + */ + public toString(): string { + + return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; + + } } - /** - * Forget memorized arguments. - * @see Signal.memorize - */ - public forget() { - - this._prevParams = null; - - } - - /** - * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). - *

IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.

- */ - public dispose() { - - this.removeAll(); - - delete this._bindings; - delete this._prevParams; - - } - - /** - * @return {string} String representation of the object. - */ - public toString(): string { - - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - - } - -} - +} \ No newline at end of file diff --git a/Phaser/SignalBinding.ts b/Phaser/SignalBinding.ts index 00b6c1a4d..eb6165668 100644 --- a/Phaser/SignalBinding.ts +++ b/Phaser/SignalBinding.ts @@ -14,7 +14,13 @@ * */ - class SignalBinding { +/** +* Phaser +*/ + +module Phaser { + + export class SignalBinding { /** * Object that represents a binding between a Signal and a listener function. @@ -184,3 +190,4 @@ } +} \ No newline at end of file diff --git a/Phaser/Sound.ts b/Phaser/Sound.ts index 9551de632..fe62278c5 100644 --- a/Phaser/Sound.ts +++ b/Phaser/Sound.ts @@ -1,219 +1,233 @@ -class SoundManager { +/// - constructor(game:Game) { +/** +* Phaser +*/ - this._game = game; +module Phaser { - if (game.device.webaudio == true) - { - if (!!window['AudioContext']) - { - this._context = new window['AudioContext'](); - } - else if (!!window['webkitAudioContext']) - { - this._context = new window['webkitAudioContext'](); - } + export class SoundManager { + + constructor(game: Game) { + + this._game = game; + + if (game.device.webaudio == true) + { + if (!!window['AudioContext']) + { + this._context = new window['AudioContext'](); + } + else if (!!window['webkitAudioContext']) + { + this._context = new window['webkitAudioContext'](); + } + + if (this._context !== null) + { + this._gainNode = this._context.createGainNode(); + this._gainNode.connect(this._context.destination); + this._volume = 1; + } + } - if (this._context !== null) - { - this._gainNode = this._context.createGainNode(); - this._gainNode.connect(this._context.destination); - this._volume = 1; - } } - } + private _game: Game; - private _game: Game; + private _context = null; + private _gainNode; + private _volume: number; - private _context = null; - private _gainNode; - private _volume: number; + public mute() { - public mute() { + this._gainNode.gain.value = 0; - this._gainNode.gain.value = 0; - - } - - public unmute() { - - this._gainNode.gain.value = this._volume; - - } - - public set volume(value: number) { - - this._volume = value; - this._gainNode.gain.value = this._volume; - - } - - public get volume(): number { - return this._volume; - } - - public decode(key: string, callback = null, sound?: Sound = null) { - - var soundData = this._game.cache.getSound(key); - - if (soundData) - { - if (this._game.cache.isSoundDecoded(key) === false) - { - var that = this; - - this._context.decodeAudioData(soundData, function (buffer) { - that._game.cache.decodedSound(key, buffer); - - if (sound) - { - sound.setDecodedBuffer(buffer); - } - - callback(); - }); - } } - } + public unmute() { - public play(key:string, volume?: number = 1, loop?: bool = false): Sound { + this._gainNode.gain.value = this._volume; - if (this._context === null) - { - return; } - var soundData = this._game.cache.getSound(key); + public set volume(value: number) { - if (soundData) - { - // Does the sound need decoding? - if (this._game.cache.isSoundDecoded(key) === true) + this._volume = value; + this._gainNode.gain.value = this._volume; + + } + + public get volume(): number { + return this._volume; + } + + public decode(key: string, callback = null, sound?: Sound = null) { + + var soundData = this._game.cache.getSound(key); + + if (soundData) { - return new Sound(this._context, this._gainNode, soundData, volume, loop); + if (this._game.cache.isSoundDecoded(key) === false) + { + var that = this; + + this._context.decodeAudioData(soundData, function (buffer) { + that._game.cache.decodedSound(key, buffer); + + if (sound) + { + sound.setDecodedBuffer(buffer); + } + + callback(); + }); + } } - else + + } + + public play(key: string, volume?: number = 1, loop?: bool = false): Sound { + + if (this._context === null) { - var tempSound: Sound = new Sound(this._context, this._gainNode, null, volume, loop); - - // this is an async process, so we can return the Sound object anyway, it just won't be playing yet - this.decode(key, () => this.play(key), tempSound); - - return tempSound; + return; } + + var soundData = this._game.cache.getSound(key); + + if (soundData) + { + // Does the sound need decoding? + if (this._game.cache.isSoundDecoded(key) === true) + { + return new Sound(this._context, this._gainNode, soundData, volume, loop); + } + else + { + var tempSound: Sound = new Sound(this._context, this._gainNode, null, volume, loop); + + // this is an async process, so we can return the Sound object anyway, it just won't be playing yet + this.decode(key, () => this.play(key), tempSound); + + return tempSound; + } + } + } } } -class Sound { +module Phaser { - constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) { + export class Sound { - this._context = context; - this._gainNode = gainNode; - this._buffer = data; - this._volume = volume; - this.loop = loop; + constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) { + + this._context = context; + this._gainNode = gainNode; + this._buffer = data; + this._volume = volume; + this.loop = loop; + + // Local volume control + if (this._context !== null) + { + this._localGainNode = this._context.createGainNode(); + this._localGainNode.connect(this._gainNode); + this._localGainNode.gain.value = this._volume; + } + + if (this._buffer === null) + { + this.isDecoding = true; + } + else + { + this.play(); + } - // Local volume control - if (this._context !== null) - { - this._localGainNode = this._context.createGainNode(); - this._localGainNode.connect(this._gainNode); - this._localGainNode.gain.value = this._volume; } - if (this._buffer === null) - { - this.isDecoding = true; - } - else - { + private _context; + private _gainNode; + private _localGainNode; + private _buffer; + private _volume: number; + private _sound; + + loop: bool = false; + duration: number; + isPlaying: bool = false; + isDecoding: bool = false; + + public setDecodedBuffer(data) { + + this._buffer = data; + this.isDecoding = false; this.play(); + } - } + public play() { - private _context; - private _gainNode; - private _localGainNode; - private _buffer; - private _volume: number; - private _sound; + if (this._buffer === null || this.isDecoding === true) + { + return; + } - loop: bool = false; - duration: number; - isPlaying: bool = false; - isDecoding: bool = false; + this._sound = this._context.createBufferSource(); + this._sound.buffer = this._buffer; + this._sound.connect(this._localGainNode); - public setDecodedBuffer(data) { + if (this.loop) + { + this._sound.loop = true; + } - this._buffer = data; - this.isDecoding = false; - this.play(); + this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it - } + this.duration = this._sound.buffer.duration; + this.isPlaying = true; - public play() { + } - if (this._buffer === null || this.isDecoding === true) - { - return; - } + public stop() { - this._sound = this._context.createBufferSource(); - this._sound.buffer = this._buffer; - this._sound.connect(this._localGainNode); + if (this.isPlaying === true) + { + this.isPlaying = false; - if (this.loop) - { - this._sound.loop = true; - } + this._sound.noteOff(0); + } - this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it + } - this.duration = this._sound.buffer.duration; - this.isPlaying = true; + public mute() { - } + this._localGainNode.gain.value = 0; - public stop () { + } - if (this.isPlaying === true) - { - this.isPlaying = false; + public unmute() { - this._sound.noteOff(0); - } + this._localGainNode.gain.value = this._volume; - } + } - public mute() { + public set volume(value: number) { - this._localGainNode.gain.value = 0; + this._volume = value; + this._localGainNode.gain.value = this._volume; - } + } - public unmute() { + public get volume(): number { + return this._volume; + } - this._localGainNode.gain.value = this._volume; - - } - - public set volume(value: number) { - - this._volume = value; - this._localGainNode.gain.value = this._volume; - - } - - public get volume(): number { - return this._volume; } } \ No newline at end of file diff --git a/Phaser/Sprite.ts b/Phaser/Sprite.ts deleted file mode 100644 index ad47270ae..000000000 --- a/Phaser/Sprite.ts +++ /dev/null @@ -1,273 +0,0 @@ -/// -/// -/// -/// -/// -/// -/// - -class Sprite extends GameObject { - - constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null) { - - super(game, x, y); - - this._texture = null; - - this.animations = new Animations(this._game, this); - - if (key !== null) - { - this.loadGraphic(key); - } - else - { - this.bounds.width = 16; - this.bounds.height = 16; - } - - } - - private _texture; - private _canvas: HTMLCanvasElement; - private _context: CanvasRenderingContext2D; - private _dynamicTexture: bool = false; - - public animations: Animations; - - // local rendering related temp vars to help avoid gc spikes - private _sx: number = 0; - private _sy: number = 0; - private _sw: number = 0; - private _sh: number = 0; - private _dx: number = 0; - private _dy: number = 0; - private _dw: number = 0; - private _dh: number = 0; - - public loadGraphic(key: string): Sprite { - - if (this._game.cache.getImage(key) !== null) - { - if (this._game.cache.isSpriteSheet(key) == false) - { - this._texture = this._game.cache.getImage(key); - this.bounds.width = this._texture.width; - this.bounds.height = this._texture.height; - } - else - { - this._texture = this._game.cache.getImage(key); - this.animations.loadFrameData(this._game.cache.getFrameData(key)); - } - - this._dynamicTexture = false; - } - - return this; - - } - - public loadDynamicTexture(texture: DynamicTexture): Sprite { - - this._texture = texture; - - this.bounds.width = this._texture.width; - this.bounds.height = this._texture.height; - - this._dynamicTexture = true; - - return this; - - } - - public makeGraphic(width: number, height: number, color: number = 0xffffffff): Sprite { - - this._texture = null; - this.width = width; - this.height = height; - - this._dynamicTexture = false; - - return this; - } - - public inCamera(camera: Rectangle): bool { - - if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) - { - this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); - this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); - this._dw = this.bounds.width * this.scale.x; - this._dh = this.bounds.height * this.scale.y; - - return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); - } - else - { - return camera.overlap(this.bounds); - } - - } - - public postUpdate() { - - this.animations.update(); - - super.postUpdate(); - - } - - public set frame(value?: number) { - this.animations.frame = value; - } - - public get frame(): number { - return this.animations.frame; - } - - public set frameName(value?: string) { - this.animations.frameName = value; - } - - public get frameName(): string { - return this.animations.frameName; - } - - public render(camera:Camera, cameraOffsetX: number, cameraOffsetY: number): bool { - - // Render checks - if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) - { - return false; - } - - // Alpha - if (this.alpha !== 1) - { - var globalAlpha = this._game.stage.context.globalAlpha; - this._game.stage.context.globalAlpha = this.alpha; - } - - //if (this.flip === true) - //{ - // this.context.save(); - // this.context.translate(game.canvas.width, 0); - // this.context.scale(-1, 1); - //} - - this._sx = 0; - this._sy = 0; - this._sw = this.bounds.width; - this._sh = this.bounds.height; - this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); - this._dw = this.bounds.width * this.scale.x; - this._dh = this.bounds.height * this.scale.y; - - if (this._dynamicTexture == false && this.animations.currentFrame !== null) - { - this._sx = this.animations.currentFrame.x; - this._sy = this.animations.currentFrame.y; - - if (this.animations.currentFrame.trimmed) - { - this._dx += this.animations.currentFrame.spriteSourceSizeX; - this._dy += this.animations.currentFrame.spriteSourceSizeY; - } - } - - // Apply camera difference - if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) - { - this._dx -= (camera.worldView.x * this.scrollFactor.x); - this._dy -= (camera.worldView.y * this.scrollFactor.y); - } - - // Rotation - if (this.angle !== 0) - { - this._game.stage.context.save(); - 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); - } - - this._sx = Math.round(this._sx); - this._sy = Math.round(this._sy); - this._sw = Math.round(this._sw); - this._sh = Math.round(this._sh); - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); - - // Debug test - //this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)'; - //this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); - - if (this._texture != null) - { - if (this._dynamicTexture) - { - this._game.stage.context.drawImage( - this._texture.canvas, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh // Destination Height (always same as Source Height unless scaled) - ); - } - else - { - this._game.stage.context.drawImage( - this._texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh // Destination Height (always same as Source Height unless scaled) - ); - } - } - else - { - this._game.stage.context.fillStyle = 'rgb(255,255,255)'; - this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); - } - - //if (this.flip === true || this.rotation !== 0) - if (this.rotation !== 0) - { - this._game.stage.context.translate(0, 0); - this._game.stage.context.restore(); - } - - if (globalAlpha > -1) - { - this._game.stage.context.globalAlpha = globalAlpha; - } - - return true; - - } - - public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { - - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); - this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); - this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); - this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); - - } - -} \ No newline at end of file diff --git a/Phaser/Stage.ts b/Phaser/Stage.ts index 2189522b6..46952bc07 100644 --- a/Phaser/Stage.ts +++ b/Phaser/Stage.ts @@ -1,203 +1,233 @@ +/// /// -/// -/// /// -class Stage { +/** +* Phaser +*/ - constructor(game:Game, parent:string, width: number, height: number) { +module Phaser { - this._game = game; + export class Stage { - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; + constructor(game: Game, parent: string, width: number, height: number) { + + this._game = game; + + this.canvas = document.createElement('canvas'); + this.canvas.width = width; + this.canvas.height = height; + + if (document.getElementById(parent)) + { + document.getElementById(parent).appendChild(this.canvas); + document.getElementById(parent).style.overflow = 'hidden'; + } + else + { + document.body.appendChild(this.canvas); + } + + this.context = this.canvas.getContext('2d'); + + this.offset = this.getOffset(this.canvas); + this.bounds = new Rectangle(this.offset.x, this.offset.y, width, height); + this.aspectRatio = width / height; + this.scaleMode = StageScaleMode.NO_SCALE; + this.scale = new StageScaleMode(this._game); + + //document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false); + //document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false); + window.onblur = (event) => this.visibilityChange(event); + window.onfocus = (event) => this.visibilityChange(event); - if (document.getElementById(parent)) - { - document.getElementById(parent).appendChild(this.canvas); - document.getElementById(parent).style.overflow = 'hidden'; - } - else - { - document.body.appendChild(this.canvas); } - this.context = this.canvas.getContext('2d'); - - this.offset = this.getOffset(this.canvas); - this.bounds = new Rectangle(this.offset.x, this.offset.y, width, height); - this.aspectRatio = width / height; - this.scaleMode = StageScaleMode.NO_SCALE; - this.scale = new StageScaleMode(this._game); - - //document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false); - //document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false); - window.onblur = (event) => this.visibilityChange(event); - window.onfocus = (event) => this.visibilityChange(event); - - } - - private _game: Game; - private _bgColor: string; + private _game: Game; + private _bgColor: string; - public static ORIENTATION_LANDSCAPE:number = 0; - public static ORIENTATION_PORTRAIT:number = 1; + public static ORIENTATION_LANDSCAPE: number = 0; + public static ORIENTATION_PORTRAIT: number = 1; - public bounds: Rectangle; - public aspectRatio: number; - public clear: bool = true; - public canvas: HTMLCanvasElement; - public context: CanvasRenderingContext2D; - public offset: Point; - public scale: StageScaleMode; - public scaleMode: number; - - public minScaleX: number = null; - public maxScaleX: number = null; - public minScaleY: number = null; - public maxScaleY: number = null; - - public update() { + public bounds: Rectangle; + public aspectRatio: number; + public clear: bool = true; + public canvas: HTMLCanvasElement; + public context: CanvasRenderingContext2D; + public offset: Point; + public scale: StageScaleMode; + public scaleMode: number; - this.scale.update(); + public minScaleX: number = null; + public maxScaleX: number = null; + public minScaleY: number = null; + public maxScaleY: number = null; + + public update() { + + this.scale.update(); + + if (this.clear) + { + // implement dirty rect? could take up more cpu time than it saves. needs benching. + this.context.clearRect(0, 0, this.width, this.height); + } - if (this.clear) - { - // implement dirty rect? could take up more cpu time than it saves. needs benching. - this.context.clearRect(0, 0, this.width, this.height); } - } + public renderDebugInfo() { - public renderDebugInfo() { + this.context.fillStyle = 'rgb(255,255,255)'; + this.context.fillText(Phaser.VERSION, 10, 20); + this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40); + this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60); - this.context.fillStyle = 'rgb(255,255,255)'; - this.context.fillText(Game.VERSION, 10, 20); - this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40); - this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60); - - } - - private visibilityChange(event) { - - if (event.type == 'blur' && this._game.pause == false && this._game.isBooted == true) - { - this._game.pause = true; - this.drawPauseScreen(); - } - else if (event.type == 'focus') - { - this._game.pause = false; } - //if (document['hidden'] === true || document['webkitHidden'] === true) + private visibilityChange(event) { + + if (event.type == 'blur' && this._game.paused == false && this._game.isBooted == true) + { + this._game.paused = true; + this.drawPauseScreen(); + } + else if (event.type == 'focus') + { + this._game.paused = false; + } + + //if (document['hidden'] === true || document['webkitHidden'] === true) + + } + + public drawInitScreen() { + + this.context.fillStyle = 'rgb(40, 40, 40)'; + this.context.fillRect(0, 0, this.width, this.height); + + this.context.fillStyle = 'rgb(255,255,255)'; + this.context.font = 'bold 18px Arial'; + this.context.textBaseline = 'top'; + this.context.fillText(Phaser.VERSION, 54, 32); + this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 32, 64); + this.context.fillText('www.photonstorm.com', 32, 96); + this.context.font = '16px Arial'; + this.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 160); + this.context.fillText('functions in the Game constructor, or use Game.loadState()', 32, 184); + + var image = new Image(); + var that = this; + + image.onload = function () { + that.context.drawImage(image, 32, 32); + }; + + image.src = this._logo; + + } + + private drawPauseScreen() { + + this.saveCanvasValues(); + + this.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; + this.context.fillRect(0, 0, this.width, this.height); + + // Draw a 'play' arrow + var arrowWidth = Math.round(this.width / 2); + var arrowHeight = Math.round(this.height / 2); + + var sx = this.centerX - arrowWidth / 2; + var sy = this.centerY - arrowHeight / 2; + + this.context.beginPath(); + this.context.moveTo(sx, sy); + this.context.lineTo(sx, sy + arrowHeight); + this.context.lineTo(sx + arrowWidth, this.centerY); + this.context.fillStyle = 'rgba(255, 255, 255, 0.8)'; + this.context.fill(); + this.context.closePath(); + + this.restoreCanvasValues(); + + } + + private getOffset(element): Point { + + var box = element.getBoundingClientRect(); + + var clientTop = element.clientTop || document.body.clientTop || 0; + var clientLeft = element.clientLeft || document.body.clientLeft || 0; + var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; + var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; + + return new Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); + + } + + public strokeStyle: string; + public lineWidth: number; + public fillStyle: string; + + public saveCanvasValues() { + + this.strokeStyle = this.context.strokeStyle; + this.lineWidth = this.context.lineWidth; + this.fillStyle = this.context.fillStyle; + + } + + public restoreCanvasValues() { + + this.context.strokeStyle = this.strokeStyle; + this.context.lineWidth = this.lineWidth; + this.context.fillStyle = this.fillStyle; + + } + + public set backgroundColor(color: string) { + this.canvas.style.backgroundColor = color; + } + + public get backgroundColor(): string { + return this._bgColor; + } + + public get x(): number { + return this.bounds.x; + } + + public get y(): number { + return this.bounds.y; + } + + public get width(): number { + return this.bounds.width; + } + + public get height(): number { + return this.bounds.height; + } + + public get centerX(): number { + return this.bounds.halfWidth; + } + + public get centerY(): number { + return this.bounds.halfHeight; + } + + public get randomX(): number { + return Math.round(Math.random() * this.bounds.width); + } + + public get randomY(): number { + return Math.round(Math.random() * this.bounds.height); + } + + private _logo: string = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAO1JREFUeNpi/P//PwM6YGRkxBQEAqBaRnQxFmwa10d6MAjrMqMofHv5L1we2SBGmAtAktg0ogOQQYHLd8ANYYFpPtTmzUAMAFmwnsEDrAdkCAvMZlIAsiFMMAEYsKvaSrQhIMCELkGsV2AAbIC8gCQYgwKIUABiNYBf9yoYH7n7n6CzN274g2IYEyFbsNmKLIaSkHpP7WSwUfbA0ASzFQRslBlxp0RcAF0TRhggA3zhAJIDpUKU5A9KyshpHDkjFZu5g2nJMFcwXVJSgqIGnBKx5bKenh4w/XzVbgbPtlIUcVgSxuoCUgHIIIAAAwArtXwJBABO6QAAAABJRU5ErkJggg=="; } - public drawInitScreen() { - - this.context.fillStyle = 'rgb(40, 40, 40)'; - this.context.fillRect(0, 0, this.width, this.height); - - this.context.fillStyle = 'rgb(255,255,255)'; - this.context.font = 'bold 18px Arial'; - this.context.textBaseline = 'top'; - this.context.fillText(Game.VERSION, 54, 32); - this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 32, 64); - this.context.fillText('www.photonstorm.com', 32, 96); - this.context.font = '16px Arial'; - this.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 160); - this.context.fillText('functions in the Game constructor, or use Game.loadState()', 32, 184); - - var image = new Image(); - var that = this; - - image.onload = function() { - that.context.drawImage(image, 32, 32); - }; - - image.src = this._logo; - - } - - private drawPauseScreen() { - - this.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; - this.context.fillRect(0, 0, this.width, this.height); - - // Draw a 'play' arrow - var arrowWidth = Math.round(this.width / 2); - var arrowHeight = Math.round(this.height / 2); - - var sx = this.centerX - arrowWidth / 2; - var sy = this.centerY - arrowHeight / 2; - - this.context.beginPath(); - this.context.moveTo(sx, sy); - this.context.lineTo(sx, sy + arrowHeight); - this.context.lineTo(sx + arrowWidth, this.centerY); - this.context.closePath(); - - this.context.fillStyle = 'rgba(255, 255, 255, 0.8)'; - this.context.fill(); - - } - - private getOffset(element):Point { - - var box = element.getBoundingClientRect(); - - var clientTop = element.clientTop || document.body.clientTop || 0; - var clientLeft = element.clientLeft || document.body.clientLeft || 0; - var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; - var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; - - return new Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); - - } - - public set backgroundColor(color: string) { - this.canvas.style.backgroundColor = color; - } - - public get backgroundColor():string { - return this._bgColor; - } - - public get x(): number { - return this.bounds.x; - } - - public get y(): number { - return this.bounds.y; - } - - public get width(): number { - return this.bounds.width; - } - - public get height(): number { - return this.bounds.height; - } - - public get centerX(): number { - return this.bounds.halfWidth; - } - - public get centerY(): number { - return this.bounds.halfHeight; - } - - public get randomX(): number { - return Math.round(Math.random() * this.bounds.width); - } - - public get randomY(): number { - return Math.round(Math.random() * this.bounds.height); - } - - private _logo:string = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAO1JREFUeNpi/P//PwM6YGRkxBQEAqBaRnQxFmwa10d6MAjrMqMofHv5L1we2SBGmAtAktg0ogOQQYHLd8ANYYFpPtTmzUAMAFmwnsEDrAdkCAvMZlIAsiFMMAEYsKvaSrQhIMCELkGsV2AAbIC8gCQYgwKIUABiNYBf9yoYH7n7n6CzN274g2IYEyFbsNmKLIaSkHpP7WSwUfbA0ASzFQRslBlxp0RcAF0TRhggA3zhAJIDpUKU5A9KyshpHDkjFZu5g2nJMFcwXVJSgqIGnBKx5bKenh4w/XzVbgbPtlIUcVgSxuoCUgHIIIAAAwArtXwJBABO6QAAAABJRU5ErkJggg=="; - } \ No newline at end of file diff --git a/Phaser/State.ts b/Phaser/State.ts index 4a6df4a48..de454c56c 100644 --- a/Phaser/State.ts +++ b/Phaser/State.ts @@ -1,71 +1,97 @@ /// -class State { +/** +* Phaser +*/ - constructor(game: Game) { +module Phaser { - this.game = game; + export class State { - this.camera = game.camera; - this.cache = game.cache; - this.input = game.input; - this.loader = game.loader; - this.sound = game.sound; - this.stage = game.stage; - this.time = game.time; - this.math = game.math; - this.world = game.world; + constructor(game: Game) { - } + this.game = game; - public game: Game; + this.camera = game.camera; + this.cache = game.cache; + this.collision = game.collision; + this.input = game.input; + this.loader = game.loader; + this.math = game.math; + this.motion = game.motion; + this.sound = game.sound; + this.stage = game.stage; + this.time = game.time; + this.tweens = game.tweens; + this.world = game.world; - public camera: Camera; - public cache: Cache; - public input: Input; - public loader: Loader; - public sound: SoundManager; - public stage: Stage; - public time: Time; - public math: GameMath; - public world: World; + } + + public game: Game; + + public camera: Camera; + public cache: Cache; + public collision: Collision; + public input: Input; + public loader: Loader; + public math: GameMath; + public motion: Motion; + public sound: SoundManager; + public stage: Stage; + public time: Time; + public tweens: TweenManager; + public world: World; - // Overload these in your own States - public init() {} - public create() {} - public update() {} - public render() {} - public paused() {} + // Overload these in your own States + public init() { } + public create() { } + public update() { } + public render() { } + public paused() { } - // Handy Proxy methods + // Handy Proxy methods - public createCamera(x: number, y: number, width: number, height: number): Camera { - return this.game.world.createCamera(x, y, width, height); - } + public createCamera(x: number, y: number, width: number, height: number): Camera { + return this.game.world.createCamera(x, y, width, height); + } - public createSprite(x: number, y: number, key?: string = ''): Sprite { - return this.game.world.createSprite(x, y, key); - } + public createGeomSprite(x: number, y: number): GeomSprite { + return this.world.createGeomSprite(x, y); + } - public createGroup(MaxSize?: number = 0): Group { - return this.game.world.createGroup(MaxSize); - } + public createSprite(x: number, y: number, key?: string = ''): Sprite { + return this.game.world.createSprite(x, y, key); + } - public createParticle(): Particle { - return this.game.world.createParticle(); - } + public createDynamicTexture(key: string, width: number, height: number): DynamicTexture { + return this.game.world.createDynamicTexture(key, width, height); + } - public createEmitter(x?: number = 0, y?: number = 0, size?:number = 0): Emitter { - return this.game.world.createEmitter(x, y, size); - } + public createGroup(MaxSize?: number = 0): Group { + return this.game.world.createGroup(MaxSize); + } - public createTilemap(key:string, mapData:string, format:number, tileWidth?:number,tileHeight?:number): Tilemap { - return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight); - } + public createParticle(): Particle { + return this.game.world.createParticle(); + } + + public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter { + return this.game.world.createEmitter(x, y, size); + } + + public createTilemap(key: string, mapData: string, format: number, tileWidth?: number, tileHeight?: number): Tilemap { + return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight); + } + + public createTween(obj): Tween { + return this.game.tweens.create(obj); + } + + public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool { + return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate); + } - public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool { - return this.game.world.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, World.separate); } } \ No newline at end of file diff --git a/Phaser/Tilemap.ts b/Phaser/Tilemap.ts deleted file mode 100644 index 167cacd35..000000000 --- a/Phaser/Tilemap.ts +++ /dev/null @@ -1,261 +0,0 @@ -/// -/// -/// -/// -/// - -class Tilemap extends GameObject { - - constructor(game: Game, key: string, mapData: string, format:number, tileWidth?: number = 0, tileHeight?: number = 0) { - - super(game); - - this._texture = this._game.cache.getImage(key); - this._tilemapBuffers = []; - - this.isGroup = false; - - this.tileWidth = tileWidth; - this.tileHeight = tileHeight; - this.boundsInTiles = new Rectangle(); - this.mapFormat = format; - - switch (format) - { - case Tilemap.FORMAT_CSV: - this.parseCSV(game.cache.getText(mapData)); - break; - - case Tilemap.FORMAT_TILED_JSON: - this.parseTiledJSON(game.cache.getText(mapData)); - break; - } - - this.parseTileOffsets(); - this.createTilemapBuffers(); - - } - - private _texture; - private _tileOffsets; - private _tilemapBuffers: TilemapBuffer[]; - private _dx: number = 0; - private _dy: number = 0; - - public static FORMAT_CSV:number = 0; - public static FORMAT_TILED_JSON:number = 1; - - public mapData; - public mapFormat: number; - public boundsInTiles: Rectangle; - - public tileWidth: number; - public tileHeight: number; - - public widthInTiles: number = 0; - public heightInTiles: number = 0; - - public widthInPixels: number = 0; - public heightInPixels: number = 0; - - // How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this) - // The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles) - public tileBoundary: number = 10; - - private parseCSV(data: string) { - - //console.log('parseMapData'); - - this.mapData = []; - - // Trim any rogue whitespace from the data - data = data.trim(); - - var rows = data.split("\n"); - //console.log('rows', rows); - - for (var i = 0; i < rows.length; i++) - { - var column = rows[i].split(","); - //console.log('column', column); - var output = []; - - if (column.length > 0) - { - // Set the width based on the first row - if (this.widthInTiles == 0) - { - // Maybe -1? - this.widthInTiles = column.length; - } - - // We have a new row of tiles - this.heightInTiles++; - - // Parse it - for (var c = 0; c < column.length; c++) - { - output[c] = parseInt(column[c]); - } - - this.mapData.push(output); - } - - } - - //console.log('final map array'); - //console.log(this.mapData); - - if (this.widthInTiles > 0) - { - this.widthInPixels = this.tileWidth * this.widthInTiles; - } - - if (this.heightInTiles > 0) - { - this.heightInPixels = this.tileHeight * this.heightInTiles; - } - - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - - } - - private parseTiledJSON(data: string) { - - console.log('parseTiledJSON'); - - this.mapData = []; - - // Trim any rogue whitespace from the data - data = data.trim(); - - // We ought to change this soon, so we have layer support, but for now let's just get it working - var json = JSON.parse(data); - - // Right now we assume no errors at all with the parsing (safe I know) - this.tileWidth = json.tilewidth; - this.tileHeight = json.tileheight; - - // Parse the first layer only - this.widthInTiles = json.layers[0].width; - this.heightInTiles = json.layers[0].height; - this.widthInPixels = this.widthInTiles * this.tileWidth; - this.heightInPixels = this.heightInTiles * this.tileHeight; - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - - console.log('width in tiles', this.widthInTiles); - console.log('height in tiles', this.heightInTiles); - console.log('width in px', this.widthInPixels); - console.log('height in px', this.heightInPixels); - - // Now let's get the data - - var c = 0; - var row; - - for (var i = 0; i < json.layers[0].data.length; i++) - { - if (c == 0) - { - row = []; - } - - row.push(json.layers[0].data[i]); - - c++; - - if (c == this.widthInTiles) - { - this.mapData.push(row); - c = 0; - } - } - - //console.log('mapData'); - //console.log(this.mapData); - - } - - public getMapSegment(area: Rectangle) { - } - - private createTilemapBuffers() { - - var cams = this._game.world.getAllCameras(); - - for (var i = 0; i < cams.length; i++) - { - this._tilemapBuffers[cams[i].ID] = new TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets); - } - - } - - private parseTileOffsets() { - - this._tileOffsets = []; - - var i = 0; - - if (this.mapFormat == Tilemap.FORMAT_TILED_JSON) - { - // For some reason Tiled counts from 1 not 0 - this._tileOffsets[0] = null; - i = 1; - } - - for (var ty = 0; ty < this._texture.height; ty += this.tileHeight) - { - for (var tx = 0; tx < this._texture.width; tx += this.tileWidth) - { - this._tileOffsets[i] = { x: tx, y: ty }; - i++; - } - } - - } - - /* - // Use a Signal? - public addTilemapBuffers(camera:Camera) { - - console.log('added new camera to tilemap'); - this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets); - - } - */ - - public update() { - - // Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer - this._tilemapBuffers[0].update(); - - } - - public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { - this._tilemapBuffers[0].renderDebugInfo(x, y, color); - } - - public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool { - - if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1) - { - return false; - } - - this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); - - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - - if (this._tilemapBuffers[camera.ID]) - { - //this._tilemapBuffers[camera.ID].render(this._dx, this._dy); - this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY); - } - - return true; - - } - -} \ No newline at end of file diff --git a/Phaser/Time.ts b/Phaser/Time.ts index 7d5fd8317..de6d91bfe 100644 --- a/Phaser/Time.ts +++ b/Phaser/Time.ts @@ -1,129 +1,137 @@ /// -class Time { +/** +* Phaser +*/ - constructor(game: Game) { +module Phaser { - this._started = Date.now(); - this._timeLastSecond = this._started; - this.time = this._started; + export class Time { - } + constructor(game: Game) { - private _game: Game; - private _started: number; + this._started = Date.now(); + this._timeLastSecond = this._started; + this.time = this._started; - - public timeScale: number = 1.0; - public elapsed: number = 0; - - /** - * - * @property time - * @type Number - */ - public time: number = 0; - - /** - * - * @property now - * @type Number - */ - public now: number = 0; - - /** - * - * @property delta - * @type Number - */ - public delta: number = 0; - - /** - * - * @method totalElapsedSeconds - * @return {Number} - */ - public get totalElapsedSeconds(): number { - - return (this.now - this._started) * 0.001; - - } - - public fps: number = 0; - public fpsMin: number = 1000; - public fpsMax: number = 0; - public msMin: number = 1000; - public msMax: number = 0; - public frames: number = 0; - - private _timeLastSecond: number = 0; - - /** - * - * @method update - */ - public update() { - - // Can we use performance.now() ? - this.now = Date.now(); // mark - this.delta = this.now - this.time; // elapsedMS - - this.msMin = Math.min(this.msMin, this.delta); - this.msMax = Math.max(this.msMax, this.delta); - - this.frames++; - - if (this.now > this._timeLastSecond + 1000) - { - this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); - this.fpsMin = Math.min(this.fpsMin, this.fps); - this.fpsMax = Math.max(this.fpsMax, this.fps); - - this._timeLastSecond = this.now; - this.frames = 0; } - this.time = this.now; // _total + private _game: Game; + private _started: number; - //// Lock the delta at 0.1 to minimise fps tunneling - //if (this.delta > 0.1) - //{ - // this.delta = 0.1; - //} - } + public timeScale: number = 1.0; + public elapsed: number = 0; - /** - * - * @method elapsedSince - * @param {Number} since - * @return {Number} - */ - public elapsedSince(since: number): number { + /** + * + * @property time + * @type Number + */ + public time: number = 0; - return this.now - since; + /** + * + * @property now + * @type Number + */ + public now: number = 0; - } + /** + * + * @property delta + * @type Number + */ + public delta: number = 0; - /** - * - * @method elapsedSecondsSince - * @param {Number} since - * @return {Number} - */ - public elapsedSecondsSince(since: number): number { + /** + * + * @method totalElapsedSeconds + * @return {Number} + */ + public get totalElapsedSeconds(): number { - return (this.now - since) * 0.001; + return (this.now - this._started) * 0.001; - } + } - /** - * - * @method reset - */ - public reset() { + public fps: number = 0; + public fpsMin: number = 1000; + public fpsMax: number = 0; + public msMin: number = 1000; + public msMax: number = 0; + public frames: number = 0; - this._started = this.now; + private _timeLastSecond: number = 0; + + /** + * + * @method update + */ + public update() { + + // Can we use performance.now() ? + this.now = Date.now(); // mark + this.delta = this.now - this.time; // elapsedMS + + this.msMin = Math.min(this.msMin, this.delta); + this.msMax = Math.max(this.msMax, this.delta); + + this.frames++; + + if (this.now > this._timeLastSecond + 1000) + { + this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); + this.fpsMin = Math.min(this.fpsMin, this.fps); + this.fpsMax = Math.max(this.fpsMax, this.fps); + + this._timeLastSecond = this.now; + this.frames = 0; + } + + this.time = this.now; // _total + + //// Lock the delta at 0.1 to minimise fps tunneling + //if (this.delta > 0.1) + //{ + // this.delta = 0.1; + //} + + } + + /** + * + * @method elapsedSince + * @param {Number} since + * @return {Number} + */ + public elapsedSince(since: number): number { + + return this.now - since; + + } + + /** + * + * @method elapsedSecondsSince + * @param {Number} since + * @return {Number} + */ + public elapsedSecondsSince(since: number): number { + + return (this.now - since) * 0.001; + + } + + /** + * + * @method reset + */ + public reset() { + + this._started = this.now; + + } } diff --git a/Phaser/TweenManager.ts b/Phaser/TweenManager.ts new file mode 100644 index 000000000..45f3519b2 --- /dev/null +++ b/Phaser/TweenManager.ts @@ -0,0 +1,108 @@ +/// +/// + +/** + * Phaser - Tween Manager + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript, patched and integrated into Phaser + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration + * @author sole / http://soledadpenades.com + * @author mrdoob / http://mrdoob.com + * @author Robert Eisele / http://www.xarg.org + * @author Philippe / http://philippe.elsass.me + * @author Robert Penner / http://www.robertpenner.com/easing_terms_of_use.html + * @author Paul Lewis / http://www.aerotwist.com/ + * @author lechecacharro + * @author Josh Faul / http://jocafa.com/ + * @author egraether / http://egraether.com/ + * + * @todo + * 1) Allow for tweening direct numeric values, not just object properties + * 2) YoYo support + */ + +module Phaser { + + export class TweenManager { + + constructor(game: Phaser.Game) { + + this._game = game; + this._tweens = []; + + } + + private _game: Phaser.Game; + private _tweens: Phaser.Tween[]; + + public getAll() { + + return this._tweens; + + } + + public removeAll() { + + this._tweens.length = 0; + + } + + public create(object): Phaser.Tween { + + return new Phaser.Tween(object, this._game); + + } + + public add(tween: Phaser.Tween) { + + tween.parent = this._game; + + this._tweens.push(tween); + + return tween; + + } + + public remove(tween: Phaser.Tween) { + + var i = this._tweens.indexOf(tween); + + if (i !== -1) + { + this._tweens.splice(i, 1); + } + + } + + public update() { + + if (this._tweens.length === 0) + { + return false; + } + + var i = 0; + var numTweens = this._tweens.length; + + while (i < numTweens) + { + if (this._tweens[i].update(this._game.time.now)) + { + i++; + } + else + { + this._tweens.splice(i, 1); + numTweens--; + } + } + + return true; + + } + + } +} diff --git a/Phaser/World.ts b/Phaser/World.ts index 6c47e68a3..281a8896b 100644 --- a/Phaser/World.ts +++ b/Phaser/World.ts @@ -1,475 +1,165 @@ -/// /// -/// -/// -/// -/// -/// -/// -/// -/// -class World { +/** +* Phaser +*/ - constructor(game: Game, width: number, height: number) { +module Phaser { - this._game = game; + export class World { - this._cameras = new Cameras(this._game, 0, 0, width, height); + constructor(game: Game, width: number, height: number) { - this._game.camera = this._cameras.current; + this._game = game; - this.group = new Group(this._game, 0); + this._cameras = new Cameras(this._game, 0, 0, width, height); - this.bounds = new Rectangle(0, 0, width, height); + this._game.camera = this._cameras.current; - this.worldDivisions = 6; + this.group = new Group(this._game, 0); - } + this.bounds = new Rectangle(0, 0, width, height); - private _game: Game; - private _cameras: Cameras; + this.worldDivisions = 6; - public group: Group; - public bounds: Rectangle; - public worldDivisions: number; - - public update() { - - this.group.preUpdate(); - this.group.update(); - this.group.postUpdate(); - - this._cameras.update(); - - } - - public render() { - - // Unlike in flixel our render process is camera driven, not group driven - this._cameras.render(); - - } - - public destroy() { - - this.group.destroy(); - - this._cameras.destroy(); - - } - - // World methods - - public setSize(width: number, height: number, updateCameraBounds: bool = true) { - - this.bounds.width = width; - this.bounds.height = height; - - if (updateCameraBounds == true) - { - this._game.camera.setBounds(0, 0, width, height); } - } + private _game: Game; + private _cameras: Cameras; - public get width(): number { - return this.bounds.width; - } + public group: Group; + public bounds: Rectangle; + public worldDivisions: number; - public set width(value: number) { - this.bounds.width = value; - } + public update() { - public get height(): number { - return this.bounds.height; - } + this.group.preUpdate(); + this.group.update(); + this.group.postUpdate(); - public set height(value: number) { - this.bounds.height = value; - } + this._cameras.update(); - public get centerX(): number { - return this.bounds.halfWidth; - } - - public get centerY(): number { - return this.bounds.halfHeight; - } - - public get randomX(): number { - return Math.round(Math.random() * this.bounds.width); - } - - public get randomY(): number { - return Math.round(Math.random() * this.bounds.height); - } - - // Cameras - - public addExistingCamera(cam: Camera): Camera { - //return this._cameras.addCamera(x, y, width, height); - return cam; - } - - public createCamera(x: number, y: number, width: number, height: number): Camera { - return this._cameras.addCamera(x, y, width, height); - } - - public removeCamera(id: number): bool { - return this._cameras.removeCamera(id); - } - - public getAllCameras(): Camera[] { - return this._cameras.getAll(); - } - - // Sprites - - public addExistingSprite(sprite: Sprite): Sprite { - return this.group.add(sprite); - } - - public createSprite(x: number, y: number, key?: string = ''): Sprite { - return this.group.add(new Sprite(this._game, x, y, key)); - } - - public createDynamicTexture(key:string, width: number, height: number): DynamicTexture { - return new DynamicTexture(this._game, key, width, height); - } - - public createGroup(MaxSize?: number = 0): Group { - return this.group.add(new Group(this._game, MaxSize)); - } - - // Tilemaps - - public createTilemap(key:string, mapData:string, format:number, tileWidth?:number,tileHeight?:number): Tilemap { - return this.group.add(new Tilemap(this._game, key, mapData, format, tileWidth, tileHeight)); - } - - // Emitters - - public createParticle(): Particle { - return new Particle(this._game); - } - - public createEmitter(x?: number = 0, y?: number = 0, size?:number = 0): Emitter { - return this.group.add(new Emitter(this._game, x, y, size)); - } - - // Collision - - /** - * Call this function to see if one GameObject overlaps another. - * Can be called with one object and one group, or two groups, or two objects, - * whatever floats your boat! For maximum performance try bundling a lot of objects - * together using a FlxGroup (or even bundling groups together!). - * - *

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

- * - * @param ObjectOrGroup1 The first object or group you want to check. - * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group. - * @param NotifyCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. - * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects! - * - * @return Whether any overlaps were detected. - */ - public overlap(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null): bool { - - if (ObjectOrGroup1 == null) - { - ObjectOrGroup1 = this.group; } - if (ObjectOrGroup2 == ObjectOrGroup1) - { - ObjectOrGroup2 = null; + public render() { + + // Unlike in flixel our render process is camera driven, not group driven + this._cameras.render(); + } - QuadTree.divisions = this.worldDivisions; + public destroy() { - var quadTree: QuadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height); + this.group.destroy(); - quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback); + this._cameras.destroy(); - var result: bool = quadTree.execute(); - - quadTree.destroy(); - - quadTree = null; - - return result; - - } - - /** - * The main collision resolution in flixel. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated. - */ - public static separate(Object1, Object2): bool { - - var separatedX: bool = World.separateX(Object1, Object2); - var separatedY: bool = World.separateY(Object1, Object2); - - return separatedX || separatedY; - - } - - /** - * The X-axis component of the object separation process. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated along the X axis. - */ - public static separateX(Object1, Object2): bool { - - //can't separate two immovable objects - var obj1immovable: bool = Object1.immovable; - var obj2immovable: bool = Object2.immovable; - - if (obj1immovable && obj2immovable) - { - return false; } - //If one of the objects is a tilemap, just pass it off. - /* - if (typeof Object1 === 'FlxTilemap') - { - return Object1.overlapsWithCallback(Object2, separateX); - } + // World methods - if (typeof Object2 === 'FlxTilemap') - { - return Object2.overlapsWithCallback(Object1, separateX, true); - } - */ + public setSize(width: number, height: number, updateCameraBounds: bool = true) { - //First, get the two object deltas - var overlap: number = 0; - var obj1delta: number = Object1.x - Object1.last.x; - var obj2delta: number = Object2.x - Object2.last.x; + this.bounds.width = width; + this.bounds.height = height; - if (obj1delta != obj2delta) - { - //Check if the X hulls actually overlap - var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta; - var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta; - var obj1rect: Rectangle = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height); - var obj2rect: Rectangle = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height); - - if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) + if (updateCameraBounds == true) { - var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS; - - //If they did overlap (and can), figure out by how much and flip the corresponding flags - if (obj1delta > obj2delta) - { - overlap = Object1.x + Object1.width - Object2.x; - - if ((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT)) - { - overlap = 0; - } - else - { - Object1.touching |= GameObject.RIGHT; - Object2.touching |= GameObject.LEFT; - } - } - else if (obj1delta < obj2delta) - { - overlap = Object1.x - Object2.width - Object2.x; - - if ((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT)) - { - overlap = 0; - } - else - { - Object1.touching |= GameObject.LEFT; - Object2.touching |= GameObject.RIGHT; - } - - } - - } - } - - //Then adjust their positions and velocities accordingly (if there was any overlap) - if (overlap != 0) - { - var obj1v: number = Object1.velocity.x; - var obj2v: number = Object2.velocity.x; - - if (!obj1immovable && !obj2immovable) - { - overlap *= 0.5; - Object1.x = Object1.x - overlap; - Object2.x += overlap; - - var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); - var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); - var average: number = (obj1velocity + obj2velocity) * 0.5; - obj1velocity -= average; - obj2velocity -= average; - Object1.velocity.x = average + obj1velocity * Object1.elasticity; - Object2.velocity.x = average + obj2velocity * Object2.elasticity; - } - else if (!obj1immovable) - { - Object1.x = Object1.x - overlap; - Object1.velocity.x = obj2v - obj1v * Object1.elasticity; - } - else if (!obj2immovable) - { - Object2.x += overlap; - Object2.velocity.x = obj1v - obj2v * Object2.elasticity; + this._game.camera.setBounds(0, 0, width, height); } - return true; - } - else - { - return false; } - } - - /** - * The Y-axis component of the object separation process. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated along the Y axis. - */ - public static separateY(Object1, Object2): bool { - - //can't separate two immovable objects - - var obj1immovable: bool = Object1.immovable; - var obj2immovable: bool = Object2.immovable; - - if (obj1immovable && obj2immovable) - return false; - - //If one of the objects is a tilemap, just pass it off. - /* - if (typeof Object1 === 'FlxTilemap') - { - return Object1.overlapsWithCallback(Object2, separateY); + public get width(): number { + return this.bounds.width; } - if (typeof Object2 === 'FlxTilemap') - { - return Object2.overlapsWithCallback(Object1, separateY, true); - } - */ - - //First, get the two object deltas - var overlap: number = 0; - var obj1delta: number = Object1.y - Object1.last.y; - var obj2delta: number = Object2.y - Object2.last.y; - - if (obj1delta != obj2delta) - { - //Check if the Y hulls actually overlap - var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta; - var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta; - var obj1rect: Rectangle = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs); - var obj2rect: Rectangle = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs); - - if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) - { - var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS; - - //If they did overlap (and can), figure out by how much and flip the corresponding flags - if (obj1delta > obj2delta) - { - overlap = Object1.y + Object1.height - Object2.y; - - if ((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP)) - { - overlap = 0; - } - else - { - Object1.touching |= GameObject.DOWN; - Object2.touching |= GameObject.UP; - } - } - else if (obj1delta < obj2delta) - { - overlap = Object1.y - Object2.height - Object2.y; - - if ((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN)) - { - overlap = 0; - } - else - { - Object1.touching |= GameObject.UP; - Object2.touching |= GameObject.DOWN; - } - } - } + public set width(value: number) { + this.bounds.width = value; } - //Then adjust their positions and velocities accordingly (if there was any overlap) - if (overlap != 0) - { - var obj1v: number = Object1.velocity.y; - var obj2v: number = Object2.velocity.y; - - if (!obj1immovable && !obj2immovable) - { - overlap *= 0.5; - Object1.y = Object1.y - overlap; - Object2.y += overlap; - - var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); - var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); - var average: number = (obj1velocity + obj2velocity) * 0.5; - obj1velocity -= average; - obj2velocity -= average; - Object1.velocity.y = average + obj1velocity * Object1.elasticity; - Object2.velocity.y = average + obj2velocity * Object2.elasticity; - } - else if (!obj1immovable) - { - Object1.y = Object1.y - overlap; - Object1.velocity.y = obj2v - obj1v * Object1.elasticity; - //This is special case code that handles cases like horizontal moving platforms you can ride - if (Object2.active && Object2.moves && (obj1delta > obj2delta)) - { - Object1.x += Object2.x - Object2.last.x; - } - } - else if (!obj2immovable) - { - Object2.y += overlap; - Object2.velocity.y = obj1v - obj2v * Object2.elasticity; - //This is special case code that handles cases like horizontal moving platforms you can ride - if (Object1.active && Object1.moves && (obj1delta < obj2delta)) - { - Object2.x += Object1.x - Object1.last.x; - } - } - - return true; + public get height(): number { + return this.bounds.height; } - else - { - return false; + + public set height(value: number) { + this.bounds.height = value; } + + public get centerX(): number { + return this.bounds.halfWidth; + } + + public get centerY(): number { + return this.bounds.halfHeight; + } + + public get randomX(): number { + return Math.round(Math.random() * this.bounds.width); + } + + public get randomY(): number { + return Math.round(Math.random() * this.bounds.height); + } + + // Cameras + + public addExistingCamera(cam: Camera): Camera { + //return this._cameras.addCamera(x, y, width, height); + return cam; + } + + public createCamera(x: number, y: number, width: number, height: number): Camera { + return this._cameras.addCamera(x, y, width, height); + } + + public removeCamera(id: number): bool { + return this._cameras.removeCamera(id); + } + + public getAllCameras(): Camera[] { + return this._cameras.getAll(); + } + + // Sprites + + // Drop this? + public addExistingSprite(sprite: Sprite): Sprite { + return this.group.add(sprite); + } + + public createSprite(x: number, y: number, key?: string = ''): Sprite { + return this.group.add(new Sprite(this._game, x, y, key)); + } + + public createGeomSprite(x: number, y: number): GeomSprite { + return this.group.add(new GeomSprite(this._game, x, y)); + } + + public createDynamicTexture(key: string, width: number, height: number): DynamicTexture { + return new DynamicTexture(this._game, key, width, height); + } + + public createGroup(MaxSize?: number = 0): Group { + return this.group.add(new Group(this._game, MaxSize)); + } + + // Tilemaps + + public createTilemap(key: string, mapData: string, format: number, tileWidth?: number, tileHeight?: number): Tilemap { + return this.group.add(new Tilemap(this._game, key, mapData, format, tileWidth, tileHeight)); + } + + // Emitters + + public createParticle(): Particle { + return new Particle(this._game); + } + + public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter { + return this.group.add(new Emitter(this._game, x, y, size)); + } + } } \ No newline at end of file diff --git a/Phaser/gameobjects/Emitter.ts b/Phaser/gameobjects/Emitter.ts new file mode 100644 index 000000000..5920c50c2 --- /dev/null +++ b/Phaser/gameobjects/Emitter.ts @@ -0,0 +1,461 @@ +/// +/// + +/** + * Emitter is a lightweight particle emitter. + * It can be used for one-time explosions or for + * continuous fx like rain and fire. Emitter + * is not optimized or anything; all it does is launch + * Particle objects out at set intervals + * by setting their positions and velocities accordingly. + * It is easy to use and relatively efficient, + * relying on Group's RECYCLE POWERS. + * + * @author Adam Atomic + * @author Richard Davey + */ + +/** +* Phaser +*/ + +module Phaser { + + export class Emitter extends Group { + + /** + * Creates a new FlxEmitter object at a specific position. + * Does NOT automatically generate or attach particles! + * + * @param X The X position of the emitter. + * @param Y The Y position of the emitter. + * @param Size Optional, specifies a maximum capacity for this emitter. + */ + constructor(game: Game, X: number = 0, Y: number = 0, Size: number = 0) { + super(game, Size); + this.x = X; + this.y = Y; + this.width = 0; + this.height = 0; + this.minParticleSpeed = new Point(-100, -100); + this.maxParticleSpeed = new Point(100, 100); + this.minRotation = -360; + this.maxRotation = 360; + this.gravity = 0; + this.particleClass = null; + this.particleDrag = new Point(); + this.frequency = 0.1; + this.lifespan = 3; + this.bounce = 0; + this._quantity = 0; + this._counter = 0; + this._explode = true; + this.on = false; + this._point = new Point(); + } + + /** + * The X position of the top left corner of the emitter in world space. + */ + public x: number; + + /** + * The Y position of the top left corner of emitter in world space. + */ + public y: number; + + /** + * The width of the emitter. Particles can be randomly generated from anywhere within this box. + */ + public width: number; + + /** + * The height of the emitter. Particles can be randomly generated from anywhere within this box. + */ + public height: number; + + /** + * The minimum possible velocity of a particle. + * The default value is (-100,-100). + */ + public minParticleSpeed: Point; + + /** + * The maximum possible velocity of a particle. + * The default value is (100,100). + */ + public maxParticleSpeed: Point; + + /** + * The X and Y drag component of particles launched from the emitter. + */ + public particleDrag: Point; + + /** + * The minimum possible angular velocity of a particle. The default value is -360. + * NOTE: rotating particles are more expensive to draw than non-rotating ones! + */ + public minRotation: number; + + /** + * The maximum possible angular velocity of a particle. The default value is 360. + * NOTE: rotating particles are more expensive to draw than non-rotating ones! + */ + public maxRotation: number; + + /** + * Sets the acceleration.y member of each particle to this value on launch. + */ + public gravity: number; + + /** + * Determines whether the emitter is currently emitting particles. + * It is totally safe to directly toggle this. + */ + public on: bool; + + /** + * How often a particle is emitted (if emitter is started with Explode == false). + */ + public frequency: number; + + /** + * How long each particle lives once it is emitted. + * Set lifespan to 'zero' for particles to live forever. + */ + public lifespan: number; + + /** + * How much each particle should bounce. 1 = full bounce, 0 = no bounce. + */ + public bounce: number; + + /** + * Set your own particle class type here. + * Default is Particle. + */ + public particleClass; + + /** + * Internal helper for deciding how many particles to launch. + */ + private _quantity: number; + + /** + * Internal helper for the style of particle emission (all at once, or one at a time). + */ + private _explode: bool; + + /** + * Internal helper for deciding when to launch particles or kill them. + */ + private _timer: number; + + /** + * Internal counter for figuring out how many particles to launch. + */ + private _counter: number; + + /** + * Internal point object, handy for reusing for memory mgmt purposes. + */ + private _point: Point; + + /** + * Clean up memory. + */ + public destroy() { + this.minParticleSpeed = null; + this.maxParticleSpeed = null; + this.particleDrag = null; + this.particleClass = null; + this._point = null; + super.destroy(); + } + + /** + * 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 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). + */ + public makeParticles(Graphics, Quantity: number = 50, BakedRotations: number = 16, Multiple: bool = false, Collide: number = 0.8): Emitter { + + this.maxSize = Quantity; + + var totalFrames: number = 1; + + /* + if(Multiple) + { + var sprite:Sprite = new Sprite(this._game); + sprite.loadGraphic(Graphics,true); + totalFrames = sprite.frames; + sprite.destroy(); + } + */ + + var randomFrame: number; + var particle: Particle; + var i: number = 0; + + while (i < Quantity) + { + if (this.particleClass == null) + { + particle = new Particle(this._game); + } + else + { + particle = new this.particleClass(this._game); + } + + if (Multiple) + { + /* + randomFrame = this._game.math.random()*totalFrames; + if(BakedRotations > 0) + particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame); + else + { + particle.loadGraphic(Graphics,true); + particle.frame = randomFrame; + } + */ + } + else + { + /* + if (BakedRotations > 0) + particle.loadRotatedGraphic(Graphics,BakedRotations); + else + particle.loadGraphic(Graphics); + */ + + if (Graphics) + { + particle.loadGraphic(Graphics); + } + + } + + if (Collide > 0) + { + particle.width *= Collide; + particle.height *= Collide; + //particle.centerOffsets(); + } + else + { + particle.allowCollisions = Collision.NONE; + } + + particle.exists = false; + + this.add(particle); + + i++; + } + + return this; + } + + /** + * Called automatically by the game loop, decides when to launch particles and when to "die". + */ + public update() { + + if (this.on) + { + if (this._explode) + { + this.on = false; + + var i: number = 0; + var l: number = this._quantity; + + if ((l <= 0) || (l > this.length)) + { + l = this.length; + } + + while (i < l) + { + this.emitParticle(); + i++; + } + + this._quantity = 0; + } + else + { + this._timer += this._game.time.elapsed; + + while ((this.frequency > 0) && (this._timer > this.frequency) && this.on) + { + this._timer -= this.frequency; + this.emitParticle(); + + if ((this._quantity > 0) && (++this._counter >= this._quantity)) + { + this.on = false; + this._quantity = 0; + } + } + } + } + + super.update(); + + } + + /** + * Call this function to turn off all the particles and the emitter. + */ + public kill() { + + this.on = false; + + super.kill(); + + } + + /** + * Call this function to start emitting particles. + * + * @param Explode Whether the particles should all burst out at once. + * @param Lifespan How long each particle lives once emitted. 0 = forever. + * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds. + * @param Quantity How many particles to launch. 0 = "all of the particles". + */ + public start(Explode: bool = true, Lifespan: number = 0, Frequency: number = 0.1, Quantity: number = 0) { + + this.revive(); + + this.visible = true; + this.on = true; + + this._explode = Explode; + this.lifespan = Lifespan; + this.frequency = Frequency; + this._quantity += Quantity; + + this._counter = 0; + this._timer = 0; + + } + + /** + * This function can be used both internally and externally to emit the next particle. + */ + public emitParticle() { + + var particle: Particle = this.recycle(Particle); + + particle.lifespan = this.lifespan; + particle.elasticity = this.bounce; + particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height); + particle.visible = true; + + if (this.minParticleSpeed.x != this.maxParticleSpeed.x) + { + particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x); + } + else + { + particle.velocity.x = this.minParticleSpeed.x; + } + + if (this.minParticleSpeed.y != this.maxParticleSpeed.y) + { + particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y); + } + else + { + particle.velocity.y = this.minParticleSpeed.y; + } + + particle.acceleration.y = this.gravity; + + if (this.minRotation != this.maxRotation) + { + particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation); + } + else + { + particle.angularVelocity = this.minRotation; + } + + if (particle.angularVelocity != 0) + { + particle.angle = this._game.math.random() * 360 - 180; + } + + particle.drag.x = this.particleDrag.x; + particle.drag.y = this.particleDrag.y; + particle.onEmit(); + + } + + /** + * A more compact way of setting the width and height of the emitter. + * + * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions). + * @param Height The desired height of the emitter. + */ + public setSize(Width: number, Height: number) { + this.width = Width; + this.height = Height; + } + + /** + * A more compact way of setting the X velocity range of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + public setXSpeed(Min: number = 0, Max: number = 0) { + this.minParticleSpeed.x = Min; + this.maxParticleSpeed.x = Max; + } + + /** + * A more compact way of setting the Y velocity range of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + public setYSpeed(Min: number = 0, Max: number = 0) { + this.minParticleSpeed.y = Min; + this.maxParticleSpeed.y = Max; + } + + /** + * A more compact way of setting the angular velocity constraints of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + public setRotation(Min: number = 0, Max: number = 0) { + this.minRotation = Min; + this.maxRotation = Max; + } + + /** + * Change the emitter's midpoint to match the midpoint of a FlxObject. + * + * @param Object The FlxObject that you want to sync up with. + */ + public at(Object) { + Object.getMidpoint(this._point); + this.x = this._point.x - (this.width >> 1); + this.y = this._point.y - (this.height >> 1); + } + } + +} \ No newline at end of file diff --git a/Phaser/gameobjects/GameObject.ts b/Phaser/gameobjects/GameObject.ts new file mode 100644 index 000000000..6a1765017 --- /dev/null +++ b/Phaser/gameobjects/GameObject.ts @@ -0,0 +1,494 @@ +/// +/// + +/** +* Phaser +*/ + +module Phaser { + + export class GameObject extends Basic { + + constructor(game: Game, x?: number = 0, y?: number = 0, width?: number = 16, height?: number = 16) { + + super(game); + + this.bounds = new Rectangle(x, y, width, height); + this.exists = true; + this.active = true; + this.visible = true; + this.alive = true; + this.isGroup = false; + this.alpha = 1; + this.scale = new Point(1, 1); + + this.last = new Point(x, y); + this.origin = new Point(this.bounds.halfWidth, this.bounds.halfHeight); + this.mass = 1.0; + this.elasticity = 0.0; + this.health = 1; + this.immovable = false; + this.moves = true; + + this.touching = Collision.NONE; + this.wasTouching = Collision.NONE; + this.allowCollisions = Collision.ANY; + + this.velocity = new Point(); + this.acceleration = new Point(); + this.drag = new Point(); + this.maxVelocity = new Point(10000, 10000); + + this.angle = 0; + this.angularVelocity = 0; + this.angularAcceleration = 0; + this.angularDrag = 0; + this.maxAngular = 10000; + + this.scrollFactor = new Point(1.0, 1.0); + + } + + private _angle: number = 0; + public _point: Point; + + public bounds: Rectangle; + public facing: number; + public alpha: number; + public scale: Point; + public origin: Point; + public z: number = 0; + + // Physics properties + public immovable: bool; + public velocity: Point; + public mass: number; + public elasticity: number; + public acceleration: Point; + public drag: Point; + public maxVelocity: Point; + public angularVelocity: number; + public angularAcceleration: number; + public angularDrag: number; + public maxAngular: number; + public scrollFactor: Point; + + public health: number; + public moves: bool = true; + public touching: number; + public wasTouching: number; + public allowCollisions: number; + public last: Point; + + public preUpdate() { + + // flicker time + + this.last.x = this.bounds.x; + this.last.y = this.bounds.y; + + } + + public update() { + } + + public postUpdate() { + + if (this.moves) + { + this.updateMotion(); + } + + this.wasTouching = this.touching; + this.touching = Collision.NONE; + + } + + private updateMotion() { + + var delta: number; + var velocityDelta: number; + + velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2; + this.angularVelocity += velocityDelta; + this._angle += this.angularVelocity * this._game.time.elapsed; + this.angularVelocity += velocityDelta; + + velocityDelta = (this._game.motion.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; + this.velocity.x += velocityDelta; + delta = this.velocity.x * this._game.time.elapsed; + this.velocity.x += velocityDelta; + this.bounds.x += delta; + + velocityDelta = (this._game.motion.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; + this.velocity.y += velocityDelta; + delta = this.velocity.y * this._game.time.elapsed; + this.velocity.y += velocityDelta; + this.bounds.y += delta; + + } + + /** + * Checks to see if some GameObject overlaps this GameObject or FlxGroup. + * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). + * WARNING: Currently tilemaps do NOT support screen space overlap checks! + * + * @param ObjectOrGroup The object or group being tested. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the two objects overlap. + */ + public overlaps(ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool { + + if (ObjectOrGroup.isGroup) + { + var results: bool = false; + var i: number = 0; + var members = ObjectOrGroup.members; + + while (i < length) + { + if (this.overlaps(members[i++], InScreenSpace, Camera)) + { + results = true; + } + } + + return results; + + } + + /* + if (typeof ObjectOrGroup === 'FlxTilemap') + { + //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. + return ObjectOrGroup.overlaps(this, InScreenSpace, Camera); + } + */ + + //var object: GameObject = ObjectOrGroup; + + if (!InScreenSpace) + { + return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && + (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height); + } + + if (Camera == null) + { + Camera = this._game.camera; + } + + var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera); + + this.getScreenXY(this._point, Camera); + + return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && + (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); + } + + /** + * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup? + * 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! + * + * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here. + * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here. + * @param ObjectOrGroup The object or group being tested. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the two objects overlap. + */ + public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool { + + if (ObjectOrGroup.isGroup) + { + var results: bool = false; + var basic; + var i: number = 0; + var members = ObjectOrGroup.members; + + while (i < length) + { + if (this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) + { + results = true; + } + } + + return results; + } + + /* + if (typeof ObjectOrGroup === 'FlxTilemap') + { + //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; + return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera); + } + */ + + //var object: GameObject = ObjectOrGroup; + + if (!InScreenSpace) + { + return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && + (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height); + } + + if (Camera == null) + { + Camera = this._game.camera; + } + + var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera); + + this._point.x = X - Camera.scroll.x * this.scrollFactor.x; //copied from getScreenXY() + this._point.y = Y - Camera.scroll.y * this.scrollFactor.y; + this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001; + this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001; + + return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && + (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); + } + + /** + * Checks to see if a ponumber in 2D world space overlaps this GameObject object. + * + * @param Point The ponumber in world space you want to check. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the ponumber overlaps this object. + */ + public overlapsPoint(point: Point, InScreenSpace: bool = false, Camera: Camera = null): bool { + + if (!InScreenSpace) + { + return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height); + } + + if (Camera == null) + { + Camera = this._game.camera; + } + + var X: number = point.x - Camera.scroll.x; + var Y: number = point.y - Camera.scroll.y; + + this.getScreenXY(this._point, Camera); + + return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height); + + } + + /** + * Check and see if this object is currently on screen. + * + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether the object is on screen or not. + */ + public onScreen(Camera: Camera = null): bool { + + if (Camera == null) + { + Camera = this._game.camera; + } + + this.getScreenXY(this._point, Camera); + + return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height); + + } + + /** + * Call this to figure out the on-screen position of the object. + * + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it. + * + * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. + */ + public getScreenXY(point: Point = null, Camera: Camera = null): Point { + + if (point == null) + { + point = new Point(); + } + + if (Camera == null) + { + Camera = this._game.camera; + } + + point.x = this.x - Camera.scroll.x * this.scrollFactor.x; + point.y = this.y - Camera.scroll.y * this.scrollFactor.y; + point.x += (point.x > 0) ? 0.0000001 : -0.0000001; + point.y += (point.y > 0) ? 0.0000001 : -0.0000001; + + return point; + + } + + /** + * Whether the object collides or not. For more control over what directions + * the object will collide from, use collision constants (like LEFT, FLOOR, etc) + * to set the value of allowCollisions directly. + */ + public get solid(): bool { + return (this.allowCollisions & Collision.ANY) > Collision.NONE; + } + + /** + * @private + */ + public set solid(Solid: bool) { + + if (Solid) + { + this.allowCollisions = Collision.ANY; + } + else + { + this.allowCollisions = Collision.NONE; + } + + } + + /** + * Retrieve the midponumber of this object in world coordinates. + * + * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created. + * + * @return A Point object containing the midponumber of this object in world coordinates. + */ + public getMidpoint(point: Point = null): Point { + + if (point == null) + { + point = new Point(); + } + + point.x = this.x + this.width * 0.5; + point.y = this.y + this.height * 0.5; + + return point; + + } + + /** + * Handy for reviving game objects. + * Resets their existence flags and position. + * + * @param X The new X position of this object. + * @param Y The new Y position of this object. + */ + public reset(X: number, Y: number) { + + this.revive(); + this.touching = Collision.NONE; + this.wasTouching = Collision.NONE; + this.x = X; + this.y = Y; + this.last.x = X; + this.last.y = Y; + this.velocity.x = 0; + this.velocity.y = 0; + + } + + /** + * Handy for checking if this object is touching a particular surface. + * For slightly better performance you can just & the value directly numbero touching. + * However, this method is good for readability and accessibility. + * + * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). + * + * @return Whether the object is touching an object in (any of) the specified direction(s) this frame. + */ + public isTouching(Direction: number): bool { + return (this.touching & Direction) > Collision.NONE; + } + + /** + * Handy for checking if this object is just landed on a particular surface. + * + * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). + * + * @return Whether the object just landed on (any of) the specified surface(s) this frame. + */ + public justTouched(Direction: number): bool { + return ((this.touching & Direction) > Collision.NONE) && ((this.wasTouching & Direction) <= Collision.NONE); + } + + /** + * Reduces the "health" variable of this sprite by the amount specified in Damage. + * Calls kill() if health drops to or below zero. + * + * @param Damage How much health to take away (use a negative number to give a health bonus). + */ + public hurt(Damage: number) { + + this.health = this.health - Damage; + + if (this.health <= 0) + { + this.kill(); + } + + } + + public destroy() { + + } + + public get x(): number { + return this.bounds.x; + } + + public set x(value: number) { + this.bounds.x = value; + } + + public get y(): number { + return this.bounds.y; + } + + public set y(value: number) { + this.bounds.y = value; + } + + public get rotation(): number { + return this._angle; + } + + public set rotation(value: number) { + this._angle = this._game.math.wrap(value, 360, 0); + } + + public get angle(): number { + return this._angle; + } + + public set angle(value: number) { + this._angle = this._game.math.wrap(value, 360, 0); + } + + public get width(): number { + return this.bounds.width; + } + + public get height(): number { + return this.bounds.height; + } + + } + +} \ No newline at end of file diff --git a/Phaser/gameobjects/GeomSprite.ts b/Phaser/gameobjects/GeomSprite.ts new file mode 100644 index 000000000..4abd43e85 --- /dev/null +++ b/Phaser/gameobjects/GeomSprite.ts @@ -0,0 +1,431 @@ +/// + +/** +* Phaser +*/ + +module Phaser { + + export class GeomSprite extends GameObject { + + constructor(game: Game, x?: number = 0, y?: number = 0) { + + super(game, x, y); + + this.type = GeomSprite.UNASSIGNED; + + return this; + + } + + // local rendering related temp vars to help avoid gc spikes + private _dx: number = 0; + private _dy: number = 0; + private _dw: number = 0; + private _dh: number = 0; + + public type: number = 0; + + public static UNASSIGNED: number = 0; + public static CIRCLE: number = 1; + public static LINE: number = 2; + public static POINT: number = 3; + public static RECTANGLE: number = 4; + + public circle: Circle; + public line: Line; + public point: Point; + public rect: Rectangle; + + public renderOutline: bool = true; + public renderFill: bool = true; + + public lineWidth: number = 1; + public lineColor: string = 'rgb(0,255,0)'; + public fillColor: string = 'rgb(0,100,0)'; + + loadCircle(circle:Circle): GeomSprite { + + this.refresh(); + this.circle = circle; + this.type = GeomSprite.CIRCLE; + return this; + + } + + + loadLine(line:Line): GeomSprite { + + this.refresh(); + this.line = line; + this.type = GeomSprite.LINE; + return this; + + } + + loadPoint(point:Point): GeomSprite { + + this.refresh(); + this.point = point; + this.type = GeomSprite.POINT; + return this; + + } + + loadRectangle(rect:Rectangle): GeomSprite { + + this.refresh(); + this.rect = rect; + this.type = GeomSprite.RECTANGLE; + return this; + + } + + createCircle(diameter: number): GeomSprite { + + this.refresh(); + this.circle = new Circle(this.x, this.y, diameter); + this.type = GeomSprite.CIRCLE; + this.bounds.setTo(this.circle.x - this.circle.radius, this.circle.y - this.circle.radius, this.circle.diameter, this.circle.diameter); + return this; + + } + + createLine(x: number, y: number): GeomSprite { + + this.refresh(); + this.line = new Line(this.x, this.y, x, y); + this.type = GeomSprite.LINE; + this.bounds.setTo(this.x, this.y, this.line.width, this.line.height); + return this; + + } + + createPoint(): GeomSprite { + + this.refresh(); + this.point = new Point(this.x, this.y); + this.type = GeomSprite.POINT; + this.bounds.width = 1; + this.bounds.height = 1; + return this; + + } + + createRectangle(width: number, height: number): GeomSprite { + + this.refresh(); + this.rect = new Rectangle(this.x, this.y, width, height); + this.type = GeomSprite.RECTANGLE; + this.bounds.copyFrom(this.rect); + return this; + + } + + refresh() { + + this.circle = null; + this.line = null; + this.point = null; + this.rect = null; + + } + + update() { + + // Update bounds and position? + if (this.type == GeomSprite.UNASSIGNED) + { + return; + } + else if (this.type == GeomSprite.CIRCLE) + { + this.circle.x = this.x; + this.circle.y = this.y; + this.bounds.width = this.circle.diameter; + this.bounds.height = this.circle.diameter; + } + else if (this.type == GeomSprite.LINE) + { + this.line.x1 = this.x; + this.line.y1 = this.y; + this.bounds.setTo(this.x, this.y, this.line.width, this.line.height); + } + else if (this.type == GeomSprite.POINT) + { + this.point.x = this.x; + this.point.y = this.y; + } + else if (this.type == GeomSprite.RECTANGLE) + { + this.rect.x = this.x; + this.rect.y = this.y; + this.bounds.copyFrom(this.rect); + } + + } + + public inCamera(camera: Rectangle): bool { + + if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) + { + this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); + this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + + return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); + } + else + { + return camera.overlap(this.bounds); + } + + } + + public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool { + + // Render checks + if (this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) + { + return false; + } + + // Alpha + if (this.alpha !== 1) + { + var globalAlpha = this._game.stage.context.globalAlpha; + this._game.stage.context.globalAlpha = this.alpha; + } + + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + + // Circles are drawn center based + if (this.type == GeomSprite.CIRCLE) + { + this._dx += this.circle.radius; + this._dy += this.circle.radius; + } + + // Apply camera difference + if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) + { + this._dx -= (camera.worldView.x * this.scrollFactor.x); + this._dy -= (camera.worldView.y * this.scrollFactor.y); + } + + // Rotation (misleading?) + 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.rotate(this.angle * (Math.PI / 180)); + this._dx = -(this._dw / 2); + this._dy = -(this._dh / 2); + } + + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + this._dw = Math.round(this._dw); + this._dh = Math.round(this._dh); + + 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.lineWidth = this.lineWidth; + this._game.stage.context.strokeStyle = this.lineColor; + this._game.stage.context.fillStyle = this.fillColor; + + if (this._game.stage.fillStyle !== this.fillColor) + { + } + + // Primitive Renderer + if (this.type == GeomSprite.CIRCLE) + { + this._game.stage.context.beginPath(); + this._game.stage.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2); + this._game.stage.context.stroke(); + + if (this.renderFill) + { + this._game.stage.context.fill(); + } + + this._game.stage.context.closePath(); + } + else if (this.type == GeomSprite.LINE) + { + this._game.stage.context.beginPath(); + this._game.stage.context.moveTo(this._dx, this._dy); + this._game.stage.context.lineTo(this.line.x2, this.line.y2); + this._game.stage.context.stroke(); + this._game.stage.context.closePath(); + } + else if (this.type == GeomSprite.POINT) + { + this._game.stage.context.fillRect(this._dx, this._dy, 2, 2); + } + else if (this.type == GeomSprite.RECTANGLE) + { + // We can use the faster fillRect if we don't need the outline + if (this.renderOutline == false) + { + this._game.stage.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height); + } + else + { + this._game.stage.context.beginPath(); + + this._game.stage.context.rect(this._dx, this._dy, this.rect.width, this.rect.height); + this._game.stage.context.stroke(); + + if (this.renderFill) + { + this._game.stage.context.fill(); + } + + this._game.stage.context.closePath(); + } + } + + this._game.stage.restoreCanvasValues(); + + if (this.rotation !== 0) + { + this._game.stage.context.translate(0, 0); + this._game.stage.context.restore(); + } + + if (globalAlpha > -1) + { + this._game.stage.context.globalAlpha = globalAlpha; + } + + return true; + + } + + public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { + + //this._game.stage.context.fillStyle = color; + //this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); + //this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); + //this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); + //this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); + + } + + // Gives a basic boolean response to a geometric collision. + // If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object. + public collide(source: GeomSprite): bool { + + // Circle vs. Circle + if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.CIRCLE) + { + return Collision.circleToCircle(this.circle, source.circle).result; + } + + // Circle vs. Rect + if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.RECTANGLE) + { + return Collision.circleToRectangle(this.circle, source.rect).result; + } + + // Circle vs. Point + if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.POINT) + { + return Collision.circleContainsPoint(this.circle, source.point).result; + } + + // Circle vs. Line + if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.LINE) + { + return Collision.lineToCircle(source.line, this.circle).result; + } + + // Rect vs. Rect + if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.RECTANGLE) + { + return Collision.rectangleToRectangle(this.rect, source.rect).result; + } + + // Rect vs. Circle + if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.CIRCLE) + { + return Collision.circleToRectangle(source.circle, this.rect).result; + } + + // Rect vs. Point + if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.POINT) + { + return Collision.pointToRectangle(source.point, this.rect).result; + } + + // Rect vs. Line + if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.LINE) + { + return Collision.lineToRectangle(source.line, this.rect).result; + } + + // Point vs. Point + if (this.type == GeomSprite.POINT && source.type == GeomSprite.POINT) + { + return this.point.equals(source.point); + } + + // Point vs. Circle + if (this.type == GeomSprite.POINT && source.type == GeomSprite.CIRCLE) + { + return Collision.circleContainsPoint(source.circle, this.point).result; + } + + // Point vs. Rect + if (this.type == GeomSprite.POINT && source.type == GeomSprite.RECTANGLE) + { + return Collision.pointToRectangle(this.point, source.rect).result; + } + + // Point vs. Line + if (this.type == GeomSprite.POINT && source.type == GeomSprite.LINE) + { + return source.line.isPointOnLine(this.point.x, this.point.y); + } + + // Line vs. Line + if (this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) + { + return Collision.lineSegmentToLineSegment(this.line, source.line).result; + } + + // Line vs. Circle + if (this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) + { + return Collision.lineToCircle(this.line, source.circle).result; + } + + // Line vs. Rect + if (this.type == GeomSprite.LINE && source.type == GeomSprite.RECTANGLE) + { + return Collision.lineSegmentToRectangle(this.line, source.rect).result; + } + + // Line vs. Point + if (this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) + { + return this.line.isPointOnLine(source.point.x, source.point.y); + } + + return false; + + } + + } + +} \ No newline at end of file diff --git a/Phaser/gameobjects/Particle.ts b/Phaser/gameobjects/Particle.ts new file mode 100644 index 000000000..0ecb0e258 --- /dev/null +++ b/Phaser/gameobjects/Particle.ts @@ -0,0 +1,115 @@ +/// +/// + +/** + * This is a simple particle class that extends the default behavior + * of Sprite to have slightly more specialized behavior + * common to many game scenarios. You can override and extend this class + * just like you would Sprite. While Emitter + * used to work with just any old sprite, it now requires a + * Particle based class. + * + * @author Adam Atomic + * @author Richard Davey + */ + +/** +* Phaser +*/ + +module Phaser { + + export class Particle extends Sprite { + + /** + * Instantiate a new particle. Like Sprite, all meaningful creation + * happens during loadGraphic() or makeGraphic() or whatever. + */ + constructor(game: Game) { + + super(game); + + this.lifespan = 0; + this.friction = 500; + } + + /** + * How long this particle lives before it disappears. + * NOTE: this is a maximum, not a minimum; the object + * could get recycled before its lifespan is up. + */ + public lifespan: number; + + /** + * Determines how quickly the particles come to rest on the ground. + * Only used if the particle has gravity-like acceleration applied. + * @default 500 + */ + public friction: number; + + /** + * The particle's main update logic. Basically it checks to see if it should + * be dead yet, and then has some special bounce behavior if there is some gravity on it. + */ + public update() { + //lifespan behavior + if (this.lifespan <= 0) + { + return; + } + + this.lifespan -= this._game.time.elapsed; + + if (this.lifespan <= 0) + { + this.kill(); + } + + //simpler bounce/spin behavior for now + if (this.touching) + { + if (this.angularVelocity != 0) + { + this.angularVelocity = -this.angularVelocity; + } + } + + if (this.acceleration.y > 0) //special behavior for particles with gravity + { + if (this.touching & Collision.FLOOR) + { + this.drag.x = this.friction; + + if (!(this.wasTouching & Collision.FLOOR)) + { + if (this.velocity.y < -this.elasticity * 10) + { + if (this.angularVelocity != 0) + { + this.angularVelocity *= -this.elasticity; + } + } + else + { + this.velocity.y = 0; + this.angularVelocity = 0; + } + } + } + else + { + this.drag.x = 0; + } + } + } + + /** + * Triggered whenever this object is launched by a Emitter. + * You can override this to add custom behavior like a sound or AI or something. + */ + public onEmit() { + } + + } + +} \ No newline at end of file diff --git a/Phaser/gameobjects/Sprite.ts b/Phaser/gameobjects/Sprite.ts new file mode 100644 index 000000000..7dae0726a --- /dev/null +++ b/Phaser/gameobjects/Sprite.ts @@ -0,0 +1,276 @@ +/// +/// + +/** +* Phaser +*/ + +module Phaser { + + export class Sprite extends GameObject { + + constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null) { + + super(game, x, y); + + this._texture = null; + + this.animations = new Animations(this._game, this); + + if (key !== null) + { + this.loadGraphic(key); + } + else + { + this.bounds.width = 16; + this.bounds.height = 16; + } + + } + + private _texture; + private _canvas: HTMLCanvasElement; + private _context: CanvasRenderingContext2D; + private _dynamicTexture: bool = false; + + public animations: Animations; + + // local rendering related temp vars to help avoid gc spikes + private _sx: number = 0; + private _sy: number = 0; + private _sw: number = 0; + private _sh: number = 0; + private _dx: number = 0; + private _dy: number = 0; + private _dw: number = 0; + private _dh: number = 0; + + public loadGraphic(key: string): Sprite { + + if (this._game.cache.getImage(key) !== null) + { + if (this._game.cache.isSpriteSheet(key) == false) + { + this._texture = this._game.cache.getImage(key); + this.bounds.width = this._texture.width; + this.bounds.height = this._texture.height; + } + else + { + this._texture = this._game.cache.getImage(key); + this.animations.loadFrameData(this._game.cache.getFrameData(key)); + } + + this._dynamicTexture = false; + } + + return this; + + } + + public loadDynamicTexture(texture: DynamicTexture): Sprite { + + this._texture = texture; + + this.bounds.width = this._texture.width; + this.bounds.height = this._texture.height; + + this._dynamicTexture = true; + + return this; + + } + + public makeGraphic(width: number, height: number, color: number = 0xffffffff): Sprite { + + this._texture = null; + this.width = width; + this.height = height; + + this._dynamicTexture = false; + + return this; + } + + public inCamera(camera: Rectangle): bool { + + if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) + { + this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); + this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + + return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); + } + else + { + return camera.overlap(this.bounds); + } + + } + + public postUpdate() { + + this.animations.update(); + + super.postUpdate(); + + } + + public set frame(value?: number) { + this.animations.frame = value; + } + + public get frame(): number { + return this.animations.frame; + } + + public set frameName(value?: string) { + this.animations.frameName = value; + } + + public get frameName(): string { + return this.animations.frameName; + } + + public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool { + + // Render checks + if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) + { + return false; + } + + // Alpha + if (this.alpha !== 1) + { + var globalAlpha = this._game.stage.context.globalAlpha; + this._game.stage.context.globalAlpha = this.alpha; + } + + //if (this.flip === true) + //{ + // this.context.save(); + // this.context.translate(game.canvas.width, 0); + // this.context.scale(-1, 1); + //} + + this._sx = 0; + this._sy = 0; + this._sw = this.bounds.width; + this._sh = this.bounds.height; + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + + if (this._dynamicTexture == false && this.animations.currentFrame !== null) + { + this._sx = this.animations.currentFrame.x; + this._sy = this.animations.currentFrame.y; + + if (this.animations.currentFrame.trimmed) + { + this._dx += this.animations.currentFrame.spriteSourceSizeX; + this._dy += this.animations.currentFrame.spriteSourceSizeY; + } + } + + // Apply camera difference + if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) + { + this._dx -= (camera.worldView.x * this.scrollFactor.x); + this._dy -= (camera.worldView.y * this.scrollFactor.y); + } + + // Rotation + 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.rotate(this.angle * (Math.PI / 180)); + this._dx = -(this._dw / 2); + this._dy = -(this._dh / 2); + } + + this._sx = Math.round(this._sx); + this._sy = Math.round(this._sy); + this._sw = Math.round(this._sw); + this._sh = Math.round(this._sh); + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + this._dw = Math.round(this._dw); + this._dh = Math.round(this._dh); + + // Debug test + //this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)'; + //this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); + + if (this._texture != null) + { + if (this._dynamicTexture) + { + this._game.stage.context.drawImage( + this._texture.canvas, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh // Destination Height (always same as Source Height unless scaled) + ); + } + else + { + this._game.stage.context.drawImage( + this._texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh // Destination Height (always same as Source Height unless scaled) + ); + } + } + else + { + this._game.stage.context.fillStyle = 'rgb(255,255,255)'; + this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); + } + + //if (this.flip === true || this.rotation !== 0) + if (this.rotation !== 0) + { + this._game.stage.context.translate(0, 0); + this._game.stage.context.restore(); + } + + if (globalAlpha > -1) + { + this._game.stage.context.globalAlpha = globalAlpha; + } + + return true; + + } + + public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { + + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); + this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); + this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); + this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); + + } + + } + +} \ No newline at end of file diff --git a/Phaser/gameobjects/Tilemap.ts b/Phaser/gameobjects/Tilemap.ts new file mode 100644 index 000000000..9d6e72ceb --- /dev/null +++ b/Phaser/gameobjects/Tilemap.ts @@ -0,0 +1,268 @@ +/// +/// +/// +/// + +/** +* Phaser +*/ + +module Phaser { + + export class Tilemap extends GameObject { + + constructor(game: Game, key: string, mapData: string, format: number, tileWidth?: number = 0, tileHeight?: number = 0) { + + super(game); + + this._texture = this._game.cache.getImage(key); + this._tilemapBuffers = []; + + this.isGroup = false; + + this.tileWidth = tileWidth; + this.tileHeight = tileHeight; + this.boundsInTiles = new Rectangle(); + this.mapFormat = format; + + switch (format) + { + case Tilemap.FORMAT_CSV: + this.parseCSV(game.cache.getText(mapData)); + break; + + case Tilemap.FORMAT_TILED_JSON: + this.parseTiledJSON(game.cache.getText(mapData)); + break; + } + + this.parseTileOffsets(); + this.createTilemapBuffers(); + + } + + private _texture; + private _tileOffsets; + private _tilemapBuffers: TilemapBuffer[]; + private _dx: number = 0; + private _dy: number = 0; + + public static FORMAT_CSV: number = 0; + public static FORMAT_TILED_JSON: number = 1; + + public mapData; + public mapFormat: number; + public boundsInTiles: Rectangle; + + public tileWidth: number; + public tileHeight: number; + + public widthInTiles: number = 0; + public heightInTiles: number = 0; + + public widthInPixels: number = 0; + public heightInPixels: number = 0; + + // How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this) + // The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles) + public tileBoundary: number = 10; + + private parseCSV(data: string) { + + //console.log('parseMapData'); + + this.mapData = []; + + // Trim any rogue whitespace from the data + data = data.trim(); + + var rows = data.split("\n"); + //console.log('rows', rows); + + for (var i = 0; i < rows.length; i++) + { + var column = rows[i].split(","); + //console.log('column', column); + var output = []; + + if (column.length > 0) + { + // Set the width based on the first row + if (this.widthInTiles == 0) + { + // Maybe -1? + this.widthInTiles = column.length; + } + + // We have a new row of tiles + this.heightInTiles++; + + // Parse it + for (var c = 0; c < column.length; c++) + { + output[c] = parseInt(column[c]); + } + + this.mapData.push(output); + } + + } + + //console.log('final map array'); + //console.log(this.mapData); + + if (this.widthInTiles > 0) + { + this.widthInPixels = this.tileWidth * this.widthInTiles; + } + + if (this.heightInTiles > 0) + { + this.heightInPixels = this.tileHeight * this.heightInTiles; + } + + this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); + + } + + private parseTiledJSON(data: string) { + + //console.log('parseTiledJSON'); + + this.mapData = []; + + // Trim any rogue whitespace from the data + data = data.trim(); + + // We ought to change this soon, so we have layer support, but for now let's just get it working + var json = JSON.parse(data); + + // Right now we assume no errors at all with the parsing (safe I know) + this.tileWidth = json.tilewidth; + this.tileHeight = json.tileheight; + + // Parse the first layer only + this.widthInTiles = json.layers[0].width; + this.heightInTiles = json.layers[0].height; + this.widthInPixels = this.widthInTiles * this.tileWidth; + this.heightInPixels = this.heightInTiles * this.tileHeight; + this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); + + //console.log('width in tiles', this.widthInTiles); + //console.log('height in tiles', this.heightInTiles); + //console.log('width in px', this.widthInPixels); + //console.log('height in px', this.heightInPixels); + + // Now let's get the data + + var c = 0; + var row; + + for (var i = 0; i < json.layers[0].data.length; i++) + { + if (c == 0) + { + row = []; + } + + row.push(json.layers[0].data[i]); + + c++; + + if (c == this.widthInTiles) + { + this.mapData.push(row); + c = 0; + } + } + + //console.log('mapData'); + //console.log(this.mapData); + + } + + public getMapSegment(area: Rectangle) { + } + + private createTilemapBuffers() { + + var cams = this._game.world.getAllCameras(); + + for (var i = 0; i < cams.length; i++) + { + this._tilemapBuffers[cams[i].ID] = new TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets); + } + + } + + private parseTileOffsets() { + + this._tileOffsets = []; + + var i = 0; + + if (this.mapFormat == Tilemap.FORMAT_TILED_JSON) + { + // For some reason Tiled counts from 1 not 0 + this._tileOffsets[0] = null; + i = 1; + } + + for (var ty = 0; ty < this._texture.height; ty += this.tileHeight) + { + for (var tx = 0; tx < this._texture.width; tx += this.tileWidth) + { + this._tileOffsets[i] = { x: tx, y: ty }; + i++; + } + } + + } + + /* + // Use a Signal? + public addTilemapBuffers(camera:Camera) { + + console.log('added new camera to tilemap'); + this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets); + + } + */ + + public update() { + + // Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer + this._tilemapBuffers[0].update(); + + } + + public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { + this._tilemapBuffers[0].renderDebugInfo(x, y, color); + } + + public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool { + + if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1) + { + return false; + } + + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + + if (this._tilemapBuffers[camera.ID]) + { + //this._tilemapBuffers[camera.ID].render(this._dx, this._dy); + this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY); + } + + return true; + + } + + } + +} \ No newline at end of file diff --git a/Phaser/geom/Circle.ts b/Phaser/geom/Circle.ts index 396ce8230..d847acf87 100644 --- a/Phaser/geom/Circle.ts +++ b/Phaser/geom/Circle.ts @@ -1,474 +1,506 @@ -/// +/// /** - * Geom - Circle + * Phaser - Geom - Circle * * @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. * - * @version 1.2 - 27th February 2013 + * @version 1.1 - 11th October 2012 * @author Richard Davey - * @author Ross Kettle - * - * @todo Intersections */ -class Circle { +module Phaser { - /** - * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. - * @class Circle - * @constructor - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @return {Circle} This circle object - **/ - constructor(x: number = 0, y: number = 0, diameter: number = 0) { + export class Circle { - this.setTo(x, y, diameter); + /** + * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. + * @class Circle + * @constructor + * @param {Number} x The x coordinate of the center of the circle. + * @param {Number} y The y coordinate of the center of the circle. + * @return {Circle} This circle object + **/ + constructor(x: number = 0, y: number = 0, diameter: number = 0) { - } + this.setTo(x, y, diameter); - /** - * The diameter of the circle - * @property _diameter - * @type Number - **/ - private _diameter: number = 0; - - /** - * The radius of the circle - * @property _radius - * @type Number - **/ - private _radius: number = 0; - - /** - * The x coordinate of the center of the circle - * @property x - * @type Number - **/ - public x: number = 0; - - /** - * The y coordinate of the center of the circle - * @property y - * @type Number - **/ - public y: number = 0; - - /** - * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. - * @method diameter - * @param {Number} The diameter of the circle. - * @return {Number} - **/ - public diameter(value?: number): number { - - if (value && value > 0) - { - this._diameter = value; - this._radius = value * 0.5; } - return this._diameter; + private _diameter: number = 0; + private _radius: number = 0; - } + /** + * The x coordinate of the center of the circle + * @property x + * @type Number + **/ + public x: number = 0; - /** - * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. - * @method radius - * @param {Number} The radius of the circle. - **/ - public radius(value?: number) { + /** + * The y coordinate of the center of the circle + * @property y + * @type Number + **/ + public y: number = 0; + + /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @return {Number} + **/ + get diameter(): number { + + return this._diameter; - if (value && value > 0) - { - this._radius = value; - this._diameter = value * 2; } - return this._radius; + /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @param {Number} The diameter of the circle. + **/ + set diameter(value: number) { - } - - /** - * The circumference of the circle. - * @method circumference - * @return {Number} - **/ - public circumference(): number { - - return 2 * (Math.PI * this._radius); - - } - - /** - * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The value to adjust the height of the circle by. - **/ - public bottom(value?: number) { - - if (value && !isNaN(value)) - { - if (value < this.y) + if (value > 0) { - this._radius = 0; - this._diameter = 0; + this._diameter = value; + this._radius = value * 0.5; + } + + } + + /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @return {Number} + **/ + get radius(): number { + + return this._radius; + + } + + /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @param {Number} The radius of the circle. + **/ + set radius(value: number) { + + if (value > 0) + { + this._radius = value; + this._diameter = value * 2; + } + + } + + /** + * The circumference of the circle. + * @method circumference + * @return {Number} + **/ + public circumference(): number { + + return 2 * (Math.PI * this._radius); + + } + + /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + get bottom(): number { + + return this.y + this._radius; + + } + + /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The value to adjust the height of the circle by. + **/ + set bottom(value: number) { + + if (!isNaN(value)) + { + if (value < this.y) + { + this._radius = 0; + this._diameter = 0; + } + else + { + + this.radius = value - this.y; + } + } + + } + + /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @return {Number} The x coordinate of the leftmost point of the circle. + **/ + get left(): number { + + return this.x - this._radius; + + } + + /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @param {Number} The value to adjust the position of the leftmost point of the circle by. + **/ + set left(value: number) { + + if (!isNaN(value)) + { + if (value < this.x) + { + this.radius = this.x - value; + } + else + { + this._radius = 0; + this._diameter = 0; + } + } + + } + + /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @return {Number} + **/ + get right(): number { + + return this.x + this._radius; + + } + + /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @param {Number} The amount to adjust the diameter of the circle by. + **/ + set right(value: number) { + + if (!isNaN(value)) + { + if (value > this.x) + { + this.radius = value - this.x; + } + else + { + this._radius = 0; + this._diameter = 0; + } + } + + } + + /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + get top(): number { + + return this.y - this._radius; + + } + + /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The amount to adjust the height of the circle by. + **/ + set top(value: number) { + + if (!isNaN(value)) + { + if (value > this.y) + { + this._radius = 0; + this._diameter = 0; + } + else + { + this.radius = this.y - value; + } + } + + } + + /** + * Gets the area of this Circle. + * @method area + * @return {Number} This area of this circle. + **/ + get area(): number { + + if (this._radius > 0) + { + return Math.PI * this._radius * this._radius; } else { - - this.radius(value - this.y); + return 0; } + } - return this.y + this._radius; + /** + * Determines whether or not this Circle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. + **/ + get isEmpty(): bool { - } - - /** - * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method left - * @param {Number} The value to adjust the position of the leftmost point of the circle by. - **/ - public left(value?: number) { - - if (value && !isNaN(value)) - { - if (value < this.x) + if (this._diameter < 1) { - this.radius(this.x - value); + return true; + } + + return false; + + } + + /** + * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. + * If you need details about the intersection then use Collision.lineToCircle instead. + * @method intersectCircleLine + * @param {Object} the line object to check. + * @return {Boolean} + **/ + public intersectCircleLine(line: Line): bool { + + return Collision.lineToCircle(line, this).result; + + } + + /** + * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. + * @method clone + * @param {Circle} output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. + * @return {Phaser.Circle} + **/ + public clone(output?: Circle = new Circle): Circle { + + return output.setTo(this.x, this.y, this._diameter); + + } + + /** + * Return true if the given x/y coordinates are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method contains + * @param {Number} The X value of the coordinate to test. + * @param {Number} The Y value of the coordinate to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + public contains(x: number, y: number): bool { + + return Collision.circleContainsPoint(this, { x: x, y: y }).result; + + } + + /** + * Return true if the coordinates of the given Point object are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method containsPoint + * @param {Phaser.Point} The Point object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + public containsPoint(point:Point): bool { + + return Collision.circleContainsPoint(this, point).result; + + } + + /** + * Return true if the given Circle is contained entirely within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. + * @method containsCircle + * @param {Phaser.Circle} The Circle object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + public containsCircle(circle:Circle): bool { + + return Collision.circleToCircle(this, circle).result; + + } + + /** + * Copies all of circle data from the source Circle object into the calling Circle object. + * @method copyFrom + * @param {Circle} rect The source circle object to copy from + * @return {Circle} This circle object + **/ + public copyFrom(source: Circle): Circle { + + return this.setTo(source.x, source.y, source.diameter); + + } + + /** + * Copies all of circle data from this Circle object into the destination Circle object. + * @method copyTo + * @param {Circle} circle The destination circle object to copy in to + * @return {Circle} The destination circle object + **/ + public copyTo(target: Circle) { + + return target.copyFrom(this); + + } + + /** + * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) + * @method distanceFrom + * @param {Circle/Point} target - The destination Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + public distanceTo(target: any, round?: bool = false): number { + + var dx = this.x - target.x; + var dy = this.y - target.y; + + if (round === true) + { + return Math.round(Math.sqrt(dx * dx + dy * dy)); } else { - this._radius = 0; - this._diameter = 0; + return Math.sqrt(dx * dx + dy * dy); } + } - return this.x - this._radius; + /** + * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. + * @method equals + * @param {Circle} toCompare The circle to compare to this Circle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. + **/ + public equals(toCompare: Circle): bool { - } - - /** - * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method right - * @param {Number} The amount to adjust the diameter of the circle by. - **/ - public right(value?: number) { - - if (value && !isNaN(value)) - { - if (value > this.x) + if (this.x === toCompare.x && this.y === toCompare.y && this.diameter === toCompare.diameter) { - this.radius(value - this.x); + return true; } - else + + return false; + } + + /** + * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. + * @method intersects + * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. + * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. + **/ + public intersects(toIntersect: Circle): bool { + + if (this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) { + return true; + } + + return false; + + } + + /** + * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. + * @method circumferencePoint + * @param {Number} The angle in radians (unless asDegrees is true) to return the point from. + * @param {Boolean} Is the given angle in radians (false) or degrees (true)? + * @param {Phaser.Point} An optional Point object to put the result in to. If none specified a new Point object will be created. + * @return {Phaser.Point} The Point object holding the result. + **/ + public circumferencePoint(angle: number, asDegrees: bool = false, output?: Point = new Point): Point { + + if (asDegrees === true) { - this._radius = 0; - this._diameter = 0; + angle = angle * GameMath.DEG_TO_RAD; } + + output.x = this.x + this._radius * Math.cos(angle); + output.y = this.y + this._radius * Math.sin(angle); + + return output; + } - return this.x + this._radius; + /** + * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Circle object by this amount. + * @param {Number} dy Moves the y value of the Circle object by this amount. + * @return {Circle} This Circle object. + **/ + public offset(dx: number, dy: number): Circle { - } - - /** - * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The amount to adjust the height of the circle by. - **/ - public top(value?: number) { - - if (value && !isNaN(value)) - { - if (value > this.y) + if (!isNaN(dx) && !isNaN(dy)) { - this._radius = 0; - this._diameter = 0; - } - else - { - this.radius(this.y - value); + this.x += dx; + this.y += dy; } + + return this; + } - return this.y - this._radius; + /** + * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Circle object. + * @return {Circle} This Circle object. + **/ + public offsetPoint(point: Point): Circle { - } + return this.offset(point.x, point.y); - /** - * Gets the area of this Circle. - * @method area - * @return {Number} This area of this circle. - **/ - public area(): number { - - if (this._radius > 0) - { - return Math.PI * this._radius * this._radius; } - else - { - return 0; + + /** + * Sets the members of Circle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the center of the circle. + * @param {Number} y The y coordinate of the center of the circle. + * @param {Number} diameter The diameter of the circle in pixels. + * @return {Circle} This circle object + **/ + public setTo(x: number, y: number, diameter: number): Circle { + + this.x = x; + this.y = y; + this._diameter = diameter; + this._radius = diameter * 0.5; + + return this; + + } + + /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + public toString(): string { + + return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; + } } - /** - * Determines whether or not this Circle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. - **/ - public isEmpty(): bool { - - if (this._diameter < 1) - { - return true; - } - - return false; - - } - - /** - * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. - * If you need details about the intersection then use Kiwi.Geom.Intersect.lineToCircle instead. - * @method intersectCircleLine - * @param {Object} the line object to check. - * @return {Boolean} - **/ - /* - public intersectCircleLine(line: Line): bool { - - return Intersect.lineToCircle(line, this).result; - - } - */ - - /** - * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. - * @method clone - * @param {Circle} output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. - * @return {Kiwi.Geom.Circle} - **/ - public clone(output?: Circle = new Circle): Circle { - - return output.setTo(this.x, this.y, this._diameter); - - } - - /** - * Return true if the given x/y coordinates are within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleContainsPoint instead. - * @method contains - * @param {Number} The X value of the coordinate to test. - * @param {Number} The Y value of the coordinate to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public contains(x: number, y: number): bool { - - return Intersect.circleContainsPoint(this, { x: x, y: y }).result; - - } - */ - - /** - * Return true if the coordinates of the given Point object are within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleContainsPoint instead. - * @method containsPoint - * @param {Kiwi.Geom.Point} The Point object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public containsPoint(point:Point): bool { - - return Intersect.circleContainsPoint(this, point).result; - - } - */ - - /** - * Return true if the given Circle is contained entirely within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleToCircle instead. - * @method containsCircle - * @param {Kiwi.Geom.Circle} The Circle object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public containsCircle(circle:Circle): bool { - - return Intersect.circleToCircle(this, circle).result; - - } - */ - - /** - * Copies all of circle data from the source Circle object into the calling Circle object. - * @method copyFrom - * @param {Circle} rect The source circle object to copy from - * @return {Circle} This circle object - **/ - public copyFrom(source: Circle): Circle { - - return this.setTo(source.x, source.y, source.diameter()); - - } - - /** - * Copies all of circle data from this Circle object into the destination Circle object. - * @method copyTo - * @param {Circle} circle The destination circle object to copy in to - * @return {Circle} The destination circle object - **/ - public copyTo(target: Circle) { - - return target.copyFrom(this); - - } - - /** - * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) - * @method distanceFrom - * @param {Circle/Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - public distanceTo(target: any, round?: bool = false): number { - - var dx = this.x - target.x; - var dy = this.y - target.y; - - if (round === true) - { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } - else - { - return Math.sqrt(dx * dx + dy * dy); - } - - } - - /** - * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. - * @method equals - * @param {Circle} toCompare The circle to compare to this Circle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. - **/ - public equals(toCompare: Circle): bool { - - if (this.x === toCompare.x && this.y === toCompare.y && this.diameter() === toCompare.diameter()) - { - return true; - } - - return false; - - } - - /** - * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. - * @method intersects - * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. - * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. - **/ - public intersects(toIntersect: Circle): bool { - - if (this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) - { - return true; - } - - return false; - - } - - /** - * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. - * @method circumferencePoint - * @param {Number} The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} Is the given angle in radians (false) or degrees (true)? - * @param {Kiwi.Geom.Point} An optional Point object to put the result in to. If none specified a new Point object will be created. - * @return {Kiwi.Geom.Point} The Point object holding the result. - **/ - public circumferencePoint(angle: number, asDegrees: bool = false, output?: Point = new Point): Point { - - if (asDegrees === true) - { - //angle = angle * (Math.PI / 180); // Degrees to Radians - angle = angle * (180 / Math.PI); // Radians to Degrees - } - - output.x = this.x + this._radius * Math.cos(angle); - output.y = this.y + this._radius * Math.sin(angle); - - return output; - - } - - /** - * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Circle object by this amount. - * @param {Number} dy Moves the y value of the Circle object by this amount. - * @return {Circle} This Circle object. - **/ - public offset(dx: number, dy: number): Circle { - - if (!isNaN(dx) && !isNaN(dy)) - { - this.x += dx; - this.y += dy; - } - - return this; - - } - - /** - * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Circle object. - * @return {Circle} This Circle object. - **/ - public offsetPoint(point: Point): Circle { - - return this.offset(point.x, point.y); - - } - - /** - * Sets the members of Circle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @param {Number} diameter The diameter of the circle in pixels. - * @return {Circle} This circle object - **/ - public setTo(x: number, y: number, diameter: number): Circle { - - this.x = x; - this.y = y; - this._diameter = diameter; - this._radius = diameter * 0.5; - - return this; - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - public toString(): string { - - return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter() + " radius=" + this.radius() + ")}]"; - - } - -} +} \ No newline at end of file diff --git a/Phaser/geom/IntersectResult.ts b/Phaser/geom/IntersectResult.ts new file mode 100644 index 000000000..ee02c1d89 --- /dev/null +++ b/Phaser/geom/IntersectResult.ts @@ -0,0 +1,99 @@ +/// + +/** + * Phaser - Geom - IntersectResult + * + * @desc A light-weight result object to hold the results of an intersection + * + * @version 1.0 - 15th October 2012 + * @author Richard Davey + */ + +module Phaser { + + export class IntersectResult { + + /** + * Did they intersect or not? + * @property result + * @type Boolean + */ + result: bool = false; + + /** + * @property x + * @type Number + */ + x: number; + + /** + * @property y + * @type Number + */ + y: number; + + /** + * @property x1 + * @type Number + */ + x1: number; + + /** + * @property y1 + * @type Number + */ + y1: number; + + /** + * @property x2 + * @type Number + */ + x2: number; + + /** + * @property y2 + * @type Number + */ + y2: number; + + /** + * @property width + * @type Number + */ + width: number; + + /** + * @property height + * @type Number + */ + height: number; + + /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} [x2] + * @param {Number} [y2] + * @param {Number} [width] + * @param {Number} [height] + */ + setTo(x1: number, y1: number, x2?: number = 0, y2?: number = 0, width?: number = 0, height?: number = 0) { + + this.x = x1; + this.y = y1; + + this.x1 = x1; + this.y1 = y1; + + this.x2 = x2; + this.y2 = y2; + + this.width = width; + this.height = height; + + } + + } + +} diff --git a/Phaser/geom/Line.ts b/Phaser/geom/Line.ts new file mode 100644 index 000000000..19ced5fa4 --- /dev/null +++ b/Phaser/geom/Line.ts @@ -0,0 +1,309 @@ +/// + +/** + * Phaser - Geom - Line + * + * @desc A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment. + * + * @version 1.0 - 11th October 2012 + * @author Ross Kettle + * @author Richard Davey + */ + +module Phaser { + + export class Line { + + /** + * + * @constructor + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} This Object + */ + constructor(x1: number = 0, y1: number = 0, x2: number = 0, y2: number = 0) { + + this.setTo(x1, y1, x2, y2); + + } + + /** + * + * @property x1 + * @type Number + */ + public x1: number = 0; + + /** + * + * @property y1 + * @type Number + */ + public y1: number = 0; + + /** + * + * @property x2 + * @type Number + */ + public x2: number = 0; + + /** + * + * @property y2 + * @type Number + */ + public y2: number = 0; + + /** + * + * @method clone + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + public clone(output?: Line = new Line): Line { + + return output.setTo(this.x1, this.y1, this.x2, this.y2); + + } + + /** + * + * @method copyFrom + * @param {Phaser.Line} source + * @return {Phaser.Line} + */ + public copyFrom(source: Line): Line { + + return this.setTo(source.x1, source.y1, source.x2, source.y2); + + } + + /** + * + * @method copyTo + * @param {Phaser.Line} target + * @return {Phaser.Line} + */ + public copyTo(target: Line): Line { + + return target.copyFrom(this); + + } + + /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} + */ + public setTo(x1: number = 0, y1: number = 0, x2: number = 0, y2: number = 0): Line { + + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + + return this; + + } + + public get width(): number { + + return Math.max(this.x1, this.x2) - Math.min(this.x1, this.x2); + + } + + public get height(): number { + + return Math.max(this.y1, this.y2) - Math.min(this.y1, this.y2); + + } + + /** + * + * @method length + * @return {Number} + */ + public get length(): number { + + return Math.sqrt((this.x2 - this.x1) * (this.x2 - this.x1) + (this.y2 - this.y1) * (this.y2 - this.y1)); + + } + + /** + * + * @method getY + * @param {Number} x + * @return {Number} + */ + public getY(x: number): number { + + return this.slope * x + this.yIntercept; + + } + + /** + * + * @method angle + * @return {Number} + */ + public get angle(): number { + + return Math.atan2(this.x2 - this.x1, this.y2 - this.y1); + + } + + /** + * + * @method slope + * @return {Number} + */ + public get slope(): number { + + return (this.y2 - this.y1) / (this.x2 - this.x1); + + } + + /** + * + * @method perpSlope + * @return {Number} + */ + public get perpSlope(): number { + + return -((this.x2 - this.x1) / (this.y2 - this.y1)); + + } + + /** + * + * @method yIntercept + * @return {Number} + */ + public get yIntercept(): number { + + return (this.y1 - this.slope * this.x1); + + } + + /** + * + * @method isPointOnLine + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + public isPointOnLine(x: number, y: number): bool { + + if ((x - this.x1) * (this.y2 - this.y1) === (this.x2 - this.x1) * (y - this.y1)) + { + return true; + } + else + { + return false; + } + + } + + /** + * + * @method isPointOnLineSegment + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + public isPointOnLineSegment(x: number, y: number): bool { + + var xMin = Math.min(this.x1, this.x2); + var xMax = Math.max(this.x1, this.x2); + var yMin = Math.min(this.y1, this.y2); + var yMax = Math.max(this.y1, this.y2); + + if (this.isPointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)) + { + return true; + } + else + { + return false; + } + + } + + /** + * + * @method intersectLineLine + * @param {Any} line + * @return {Any} + */ + public intersectLineLine(line): any { + //return Phaser.intersectLineLine(this,line); + } + + /** + * + * @method perp + * @param {Number} x + * @param {Number} y + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + public perp(x: number, y: number, output?: Line): Line { + + if (this.y1 === this.y2) + { + if (output) + { + output.setTo(x, y, x, this.y1); + } + else + { + return new Line(x, y, x, this.y1); + } + } + + var yInt: number = (y - this.perpSlope * x); + + var pt: any = this.intersectLineLine({ x1: x, y1: y, x2: 0, y2: yInt }); + + if (output) + { + output.setTo(x, y, pt.x, pt.y); + } + else + { + return new Line(x, y, pt.x, pt.y); + } + + } + + /* + intersectLineCircle (circle:Circle) + { + var perp = this.perp() + return Phaser.intersectLineCircle(this,circle); + + } + */ + + /** + * + * @method toString + * @return {String} + */ + public toString(): string { + + return "[{Line (x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " y2=" + this.y2 + ")}]"; + + } + + } + +} \ No newline at end of file diff --git a/Phaser/geom/Point.ts b/Phaser/geom/Point.ts index b6af9577c..dc5256149 100644 --- a/Phaser/geom/Point.ts +++ b/Phaser/geom/Point.ts @@ -1,3 +1,5 @@ +/// + /** * Point * @@ -8,332 +10,340 @@ * @todo polar, interpolate */ -class Point { +/** +* Phaser +*/ - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class Point - * @constructor - * @param {Number} x One-liner. Default is ?. - * @param {Number} y One-liner. Default is ?. - **/ - constructor(x: number = 0, y: number = 0) { +module Phaser { - this.setTo(x, y); + export class Point { - } + /** + * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). + * @class Point + * @constructor + * @param {Number} x One-liner. Default is ?. + * @param {Number} y One-liner. Default is ?. + **/ + constructor(x: number = 0, y: number = 0) { - /** - * The horizontal position of this point (default 0) - * @property x - * @type Number - **/ - public x: number; + this.setTo(x, y); - /** - * The vertical position of this point (default 0) - * @property y - * @type Number - **/ - public y: number; - - /** - * Adds the coordinates of another point to the coordinates of this point to create a new point. - * @method add - * @param {Point} point - The point to be added. - * @return {Point} The new Point object. - **/ - public add(toAdd: Point, output?: Point = new Point): Point { - - return output.setTo(this.x + toAdd.x, this.y + toAdd.y); - - } - - /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - public addTo(x?: number = 0, y?: number = 0): Point { - - return this.setTo(this.x + x, this.y + y); - - } - - /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - public subtractFrom(x?: number = 0, y?: number = 0): Point { - - return this.setTo(this.x - x, this.y - y); - - } - - /** - * Inverts the x and y values of this point - * @method invert - * @return {Point} This Point object. - **/ - public invert(): Point { - - return this.setTo(this.y, this.x); - - } - - /** - * Clamps this Point object to be between the given min and max - * @method clamp - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - public clamp(min: number, max: number): Point { - - this.clampX(min, max); - this.clampY(min, max); - return this; - - } - - /** - * Clamps the x value of this Point object to be between the given min and max - * @method clampX - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - public clampX(min: number, max: number): Point { - - this.x = Math.max(Math.min(this.x, max), min); - - return this; - - } - - /** - * Clamps the y value of this Point object to be between the given min and max - * @method clampY - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - public clampY(min: number, max: number): Point { - - this.x = Math.max(Math.min(this.x, max), min); - this.y = Math.max(Math.min(this.y, max), min); - - return this; - - } - - /** - * Creates a copy of this Point. - * @method clone - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - public clone(output?: Point = new Point): Point { - - return output.setTo(this.x, this.y); - - } - - /** - * Copies the point data from the source Point object into this Point object. - * @method copyFrom - * @param {Point} source - The point to copy from. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - public copyFrom(source: Point): Point { - - return this.setTo(source.x, source.y); - - } - - /** - * Copies the point data from this Point object to the given target Point object. - * @method copyTo - * @param {Point} target - The point to copy to. - * @return {Point} The target Point object. - **/ - public copyTo(target: Point): Point { - - return target.setTo(this.x, this.y); - - } - - /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - public distanceTo(target: Point, round?: bool = false): number { - - var dx = this.x - target.x; - var dy = this.y - target.y; - - if (round === true) - { - return Math.round(Math.sqrt(dx * dx + dy * dy)); } - else - { - return Math.sqrt(dx * dx + dy * dy); + + /** + * The horizontal position of this point (default 0) + * @property x + * @type Number + **/ + public x: number; + + /** + * The vertical position of this point (default 0) + * @property y + * @type Number + **/ + public y: number; + + /** + * Adds the coordinates of another point to the coordinates of this point to create a new point. + * @method add + * @param {Point} point - The point to be added. + * @return {Point} The new Point object. + **/ + public add(toAdd: Point, output?: Point = new Point): Point { + + return output.setTo(this.x + toAdd.x, this.y + toAdd.y); + + } + + /** + * Adds the given values to the coordinates of this point and returns it + * @method addTo + * @param {Number} x - The amount to add to the x value of the point + * @param {Number} y - The amount to add to the x value of the point + * @return {Point} This Point object. + **/ + public addTo(x?: number = 0, y?: number = 0): Point { + + return this.setTo(this.x + x, this.y + y); + + } + + /** + * Adds the given values to the coordinates of this point and returns it + * @method addTo + * @param {Number} x - The amount to add to the x value of the point + * @param {Number} y - The amount to add to the x value of the point + * @return {Point} This Point object. + **/ + public subtractFrom(x?: number = 0, y?: number = 0): Point { + + return this.setTo(this.x - x, this.y - y); + + } + + /** + * Inverts the x and y values of this point + * @method invert + * @return {Point} This Point object. + **/ + public invert(): Point { + + return this.setTo(this.y, this.x); + + } + + /** + * Clamps this Point object to be between the given min and max + * @method clamp + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + public clamp(min: number, max: number): Point { + + this.clampX(min, max); + this.clampY(min, max); + return this; + + } + + /** + * Clamps the x value of this Point object to be between the given min and max + * @method clampX + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + public clampX(min: number, max: number): Point { + + this.x = Math.max(Math.min(this.x, max), min); + + return this; + + } + + /** + * Clamps the y value of this Point object to be between the given min and max + * @method clampY + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + public clampY(min: number, max: number): Point { + + this.x = Math.max(Math.min(this.x, max), min); + this.y = Math.max(Math.min(this.y, max), min); + + return this; + + } + + /** + * Creates a copy of this Point. + * @method clone + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + public clone(output?: Point = new Point): Point { + + return output.setTo(this.x, this.y); + + } + + /** + * Copies the point data from the source Point object into this Point object. + * @method copyFrom + * @param {Point} source - The point to copy from. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + public copyFrom(source: Point): Point { + + return this.setTo(source.x, source.y); + + } + + /** + * Copies the point data from this Point object to the given target Point object. + * @method copyTo + * @param {Point} target - The point to copy to. + * @return {Point} The target Point object. + **/ + public copyTo(target: Point): Point { + + return target.setTo(this.x, this.y); + + } + + /** + * Returns the distance from this Point object to the given Point object. + * @method distanceFrom + * @param {Point} target - The destination Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + public distanceTo(target: Point, round?: bool = false): number { + + var dx = this.x - target.x; + var dy = this.y - target.y; + + if (round === true) + { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } + else + { + return Math.sqrt(dx * dx + dy * dy); + } + + } + + /** + * Returns the distance between the two Point objects. + * @method distanceBetween + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between the two Point objects. + **/ + public static distanceBetween(pointA: Point, pointB: Point, round?: bool = false): number { + + var dx: number = pointA.x - pointB.x; + var dy: number = pointA.y - pointB.y; + + if (round === true) + { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } + else + { + return Math.sqrt(dx * dx + dy * dy); + } + + } + + /** + * Returns true if the distance between this point and a target point is greater than or equal a specified distance. + * This avoids using a costly square root operation + * @method distanceCompare + * @param {Point} target - The Point object to use for comparison. + * @param {Number} distance - The distance to use for comparison. + * @return {Boolena} True if distance is >= specified distance. + **/ + public distanceCompare(target: Point, distance: number): bool { + + if (this.distanceTo(target) >= distance) + { + return true; + } + else + { + return false; + } + + } + + /** + * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. + * @method equals + * @param {Point} point - The point to compare against. + * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. + **/ + public equals(toCompare: Point): bool { + + if (this.x === toCompare.x && this.y === toCompare.y) + { + return true; + } + else + { + return false; + } + + } + + /** + * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. + * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). + * @method interpolate + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. + * @return {Point} The new interpolated Point object. + **/ + public interpolate(pointA, pointB, f) { + + } + + /** + * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. + * The value of dy is added to the original value of y to create the new y value. + * @method offset + * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. + * @param {Number} dy - The amount by which to offset the vertical coordinate, y. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + public offset(dx: number, dy: number): Point { + + this.x += dx; + this.y += dy; + + return this; + + } + + /** + * Converts a pair of polar coordinates to a Cartesian point coordinate. + * @method polar + * @param {Number} length - The length coordinate of the polar pair. + * @param {Number} angle - The angle, in radians, of the polar pair. + * @return {Point} The new Cartesian Point object. + **/ + public polar(length, angle) { + + } + + /** + * Sets the x and y values of this Point object to the given coordinates. + * @method set + * @param {Number} x - The horizontal position of this point. + * @param {Number} y - The vertical position of this point. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + public setTo(x: number, y: number): Point { + + this.x = x; + this.y = y; + + return this; + + } + + /** + * Subtracts the coordinates of another point from the coordinates of this point to create a new point. + * @method subtract + * @param {Point} point - The point to be subtracted. + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + public subtract(point: Point, output?: Point = new Point): Point { + + return output.setTo(this.x - point.x, this.y - point.y); + + } + + /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + public toString(): string { + + return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; + } } - /** - * Returns the distance between the two Point objects. - * @method distanceBetween - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between the two Point objects. - **/ - public static distanceBetween(pointA: Point, pointB: Point, round?: bool = false): number { - - var dx: number = pointA.x - pointB.x; - var dy: number = pointA.y - pointB.y; - - if (round === true) - { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } - else - { - return Math.sqrt(dx * dx + dy * dy); - } - - } - - /** - * Returns true if the distance between this point and a target point is greater than or equal a specified distance. - * This avoids using a costly square root operation - * @method distanceCompare - * @param {Point} target - The Point object to use for comparison. - * @param {Number} distance - The distance to use for comparison. - * @return {Boolena} True if distance is >= specified distance. - **/ - public distanceCompare(target: Point, distance: number): bool { - - if (this.distanceTo(target) >= distance) - { - return true; - } - else - { - return false; - } - - } - - /** - * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {Point} point - The point to compare against. - * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. - **/ - public equals(toCompare: Point): bool { - - if (this.x === toCompare.x && this.y === toCompare.y) - { - return true; - } - else - { - return false; - } - - } - - /** - * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. - * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). - * @method interpolate - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. - * @return {Point} The new interpolated Point object. - **/ - public interpolate(pointA, pointB, f) { - - } - - /** - * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. - * The value of dy is added to the original value of y to create the new y value. - * @method offset - * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. - * @param {Number} dy - The amount by which to offset the vertical coordinate, y. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - public offset(dx: number, dy: number): Point { - - this.x += dx; - this.y += dy; - - return this; - - } - - /** - * Converts a pair of polar coordinates to a Cartesian point coordinate. - * @method polar - * @param {Number} length - The length coordinate of the polar pair. - * @param {Number} angle - The angle, in radians, of the polar pair. - * @return {Point} The new Cartesian Point object. - **/ - public polar(length, angle) { - - } - - /** - * Sets the x and y values of this Point object to the given coordinates. - * @method set - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - public setTo(x: number, y: number): Point { - - this.x = x; - this.y = y; - - return this; - - } - - /** - * Subtracts the coordinates of another point from the coordinates of this point to create a new point. - * @method subtract - * @param {Point} point - The point to be subtracted. - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - public subtract(point: Point, output?: Point = new Point): Point { - - return output.setTo(this.x - point.x, this.y - point.y); - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - public toString(): string { - - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - - } - -} +} \ No newline at end of file diff --git a/Phaser/geom/Rectangle.ts b/Phaser/geom/Rectangle.ts index 73e84f841..561693bea 100644 --- a/Phaser/geom/Rectangle.ts +++ b/Phaser/geom/Rectangle.ts @@ -1,4 +1,4 @@ -/// +/// /** * Rectangle @@ -9,596 +9,604 @@ * @author Richard Davey */ -class Rectangle { +/** +* Phaser +*/ - /** - * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. - * @class Rectangle - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) { +module Phaser { - this.setTo(x, y, width, height); + export class Rectangle { - } + /** + * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) { - /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type Number - **/ - x: number = 0; + this.setTo(x, y, width, height); - /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type Number - **/ - y: number = 0; - - /** - * The width of the rectangle in pixels - * @property width - * @type Number - **/ - width: number = 0; - - /** - * The height of the rectangle in pixels - * @property height - * @type Number - **/ - height: number = 0; - - get halfWidth(): number { - - return Math.round(this.width / 2); - - } - - get halfHeight(): number { - - return Math.round(this.height / 2); - - } - - /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @return {Number} - **/ - get bottom(): number { - - return this.y + this.height; - - } - - /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @param {Number} value - **/ - set bottom(value: number) { - - if (value < this.y) - { - this.height = 0; - } - else - { - this.height = this.y + value; } - } + /** + * The x coordinate of the top-left corner of the rectangle + * @property x + * @type Number + **/ + x: number = 0; - /** - * Returns a Point containing the location of the Rectangle's bottom-right corner, determined by the values of the right and bottom properties. - * @method bottomRight - * @return {Point} - **/ - get bottomRight(): Point { + /** + * The y coordinate of the top-left corner of the rectangle + * @property y + * @type Number + **/ + y: number = 0; - return new Point(this.right, this.bottom); + /** + * The width of the rectangle in pixels + * @property width + * @type Number + **/ + width: number = 0; - } + /** + * The height of the rectangle in pixels + * @property height + * @type Number + **/ + height: number = 0; - /** - * Sets the bottom-right corner of this Rectangle, determined by the values of the given Point object. - * @method bottomRight - * @param {Point} value - **/ - set bottomRight(value: Point) { + get halfWidth(): number { - this.right = value.x; - this.bottom = value.y; + return Math.round(this.width / 2); - } - - /** - * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @ return {number} - **/ - get left(): number { - - return this.x; - - } - - /** - * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @param {Number} value - **/ - set left(value: number) { - - var diff = this.x - value; - - if (this.width + diff < 0) - { - this.width = 0; - - this.x = value; - } - else - { - this.width += diff; - - this.x = value; } - } + get halfHeight(): number { - /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. - * @method right - * @return {Number} - **/ - get right(): number { + return Math.round(this.height / 2); - return this.x + this.width; + } - } + /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @return {Number} + **/ + get bottom(): number { - /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. - * @method right - * @param {Number} value - **/ - set right(value: number) { + return this.y + this.height; - if (value < this.x) - { - this.width = 0; + } + + /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @param {Number} value + **/ + set bottom(value: number) { + + if (value < this.y) + { + this.height = 0; + } + else + { + this.height = this.y + value; + } + + } + + /** + * Returns a Point containing the location of the Rectangle's bottom-right corner, determined by the values of the right and bottom properties. + * @method bottomRight + * @return {Point} + **/ + get bottomRight(): Point { + + return new Point(this.right, this.bottom); + + } + + /** + * Sets the bottom-right corner of this Rectangle, determined by the values of the given Point object. + * @method bottomRight + * @param {Point} value + **/ + set bottomRight(value: Point) { + + this.right = value.x; + this.bottom = value.y; + + } + + /** + * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @ return {number} + **/ + get left(): number { return this.x; - } - else - { - this.width = (value - this.x); + } - } + /** + * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @param {Number} value + **/ + set left(value: number) { - /** - * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. - * @method size - * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. - * @return {Point} The size of the Rectangle object - **/ - size(output?: Point = new Point): Point { + var diff = this.x - value; - return output.setTo(this.width, this.height); - - } - - /** - * The volume of the Rectangle object in pixels, derived from width * height - * @method volume - * @return {Number} - **/ - get volume(): number { - - return this.width * this.height; - - } - - /** - * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. - * @method perimeter - * @return {Number} - **/ - get perimeter(): number { - - return (this.width * 2) + (this.height * 2); - - } - - /** - * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @return {Number} - **/ - get top(): number { - - return this.y; - - } - - /** - * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @param {Number} value - **/ - set top(value: number) { - - var diff = this.y - value; - - if (this.height + diff < 0) - { - this.height = 0; - - this.y = value; - } - else - { - this.height += diff; - - this.y = value; - } - - - } - - /** - * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. - * @method topLeft - * @return {Point} - **/ - get topLeft(): Point { - - return new Point(this.x, this.y); - - } - - /** - * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. - * @method topLeft - * @param {Point} value - **/ - set topLeft(value: Point) { - - this.x = value.x; - this.y = value.y; - - } - - /** - * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. - * @method clone - * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} - **/ - clone(output?: Rectangle = new Rectangle): Rectangle { - - return output.setTo(this.x, this.y, this.width, this.height); - - } - - /** - * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. - * @method contains - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - contains(x: number, y: number): bool { - - if (x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) - { - return true; - } - - return false; - - } - - /** - * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. - * @method containsPoint - * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - containsPoint(point: Point): bool { - - return this.contains(point.x, point.y); - - } - - /** - * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. - * @method containsRect - * @param {Rectangle} rect The rectangle object being checked. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - containsRect(rect: Rectangle): bool { - - // If the given rect has a larger volume than this one then it can never contain it - if (rect.volume > this.volume) - { - return false; - } - - if (rect.x >= this.x && rect.y >= this.y && rect.right <= this.right && rect.bottom <= this.bottom) - { - return true; - } - - return false; - - } - - /** - * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. - * @method copyFrom - * @param {Rectangle} rect The source rectangle object to copy from - * @return {Rectangle} This rectangle object - **/ - copyFrom(source: Rectangle): Rectangle { - - return this.setTo(source.x, source.y, source.width, source.height); - - } - - /** - * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. - * @method copyTo - * @param {Rectangle} rect The destination rectangle object to copy in to - * @return {Rectangle} The destination rectangle object - **/ - copyTo(target: Rectangle): Rectangle { - - return target.copyFrom(this); - - } - - /** - * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. - * @method equals - * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. - **/ - equals(toCompare: Rectangle): bool { - - if (this.x === toCompare.x && this.y === toCompare.y && this.width === toCompare.width && this.height === toCompare.height) - { - return true; - } - - return false; - - } - - /** - * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. - * @method inflate - * @param {Number} dx The amount to be added to the left side of this Rectangle. - * @param {Number} dy The amount to be added to the bottom side of this Rectangle. - * @return {Rectangle} This Rectangle object. - **/ - inflate(dx: number, dy: number): Rectangle { - - if (!isNaN(dx) && !isNaN(dy)) - { - this.x -= dx; - this.width += 2 * dx; - - this.y -= dy; - this.height += 2 * dy; - } - - return this; - - } - - /** - * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. - * @method inflatePoint - * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - inflatePoint(point: Point): Rectangle { - - return this.inflate(point.x, point.y); - - } - - /** - * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. - * @method intersection - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. - **/ - intersection(toIntersect: Rectangle, output?: Rectangle = new Rectangle): Rectangle { - - if (this.intersects(toIntersect) === true) - { - output.x = Math.max(toIntersect.x, this.x); - output.y = Math.max(toIntersect.y, this.y); - output.width = Math.min(toIntersect.right, this.right) - output.x; - output.height = Math.min(toIntersect.bottom, this.bottom) - output.y; - } - - return output; - - } - - /** - * Determines whether the object specified in the toIntersect parameter intersects with this Rectangle object. This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. - * @method intersects - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. - **/ - intersects(toIntersect: Rectangle): bool { - - if (toIntersect.x >= this.right) - { - return false; - } - - if (toIntersect.right <= this.x) - { - return false; - } - - if (toIntersect.bottom <= this.y) - { - return false; - } - - if (toIntersect.y >= this.bottom) - { - return false; - } - - return true; - - } - - /** - * Checks for overlaps between this Rectangle and the given Rectangle. Returns an object with boolean values for each check. - * @method overlap - * @return {Boolean} true if the rectangles overlap, otherwise false - **/ - overlap(rect: Rectangle): bool { - - return (rect.x + rect.width > this.x) && (rect.x < this.x + this.width) && (rect.y + rect.height > this.y) && (rect.y < this.y + this.height); - - } - - /** - * Determines whether or not this Rectangle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. - **/ - get isEmpty(): bool { - - if (this.width < 1 || this.height < 1) - { - return true; - } - - return false; - - } - - /** - * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Rectangle object by this amount. - * @param {Number} dy Moves the y value of the Rectangle object by this amount. - * @return {Rectangle} This Rectangle object. - **/ - offset(dx: number, dy: number): Rectangle { - - if (!isNaN(dx) && !isNaN(dy)) - { - this.x += dx; - this.y += dy; - } - - return this; - - } - - /** - * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - offsetPoint(point: Point): Rectangle { - - return this.offset(point.x, point.y); - - } - - /** - * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. - * @method setEmpty - * @return {Rectangle} This rectangle object - **/ - setEmpty() { - - return this.setTo(0, 0, 0, 0); - - } - - /** - * Sets the members of Rectangle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - setTo(x: number, y: number, width: number, height: number): Rectangle { - - if (!isNaN(x) && !isNaN(y) && !isNaN(width) && !isNaN(height)) - { - this.x = x; - this.y = y; - - if (width > 0) + if (this.width + diff < 0) { - this.width = width; + this.width = 0; + + this.x = value; } - - if (height > 0) + else { - this.height = height; + this.width += diff; + + this.x = value; } } - return this; + /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. + * @method right + * @return {Number} + **/ + get right(): number { + + return this.x + this.width; + + } + + /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. + * @method right + * @param {Number} value + **/ + set right(value: number) { + + if (value < this.x) + { + this.width = 0; + + return this.x; + } + else + { + this.width = (value - this.x); + } + + } + + /** + * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. + * @method size + * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. + * @return {Point} The size of the Rectangle object + **/ + size(output?: Point = new Point): Point { + + return output.setTo(this.width, this.height); + + } + + /** + * The volume of the Rectangle object in pixels, derived from width * height + * @method volume + * @return {Number} + **/ + get volume(): number { + + return this.width * this.height; + + } + + /** + * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. + * @method perimeter + * @return {Number} + **/ + get perimeter(): number { + + return (this.width * 2) + (this.height * 2); + + } + + /** + * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @return {Number} + **/ + get top(): number { + + return this.y; + + } + + /** + * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @param {Number} value + **/ + set top(value: number) { + + var diff = this.y - value; + + if (this.height + diff < 0) + { + this.height = 0; + + this.y = value; + } + else + { + this.height += diff; + + this.y = value; + } + + + } + + /** + * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. + * @method topLeft + * @return {Point} + **/ + get topLeft(): Point { + + return new Point(this.x, this.y); + + } + + /** + * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. + * @method topLeft + * @param {Point} value + **/ + set topLeft(value: Point) { + + this.x = value.x; + this.y = value.y; + + } + + /** + * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. + * @method clone + * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} + **/ + clone(output?: Rectangle = new Rectangle): Rectangle { + + return output.setTo(this.x, this.y, this.width, this.height); + + } + + /** + * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. + * @method contains + * @param {Number} x The x coordinate of the point to test. + * @param {Number} y The y coordinate of the point to test. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + contains(x: number, y: number): bool { + + if (x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) + { + return true; + } + + return false; + + } + + /** + * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. + * @method containsPoint + * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + containsPoint(point: Point): bool { + + return this.contains(point.x, point.y); + + } + + /** + * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. + * @method containsRect + * @param {Rectangle} rect The rectangle object being checked. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + containsRect(rect: Rectangle): bool { + + // If the given rect has a larger volume than this one then it can never contain it + if (rect.volume > this.volume) + { + return false; + } + + if (rect.x >= this.x && rect.y >= this.y && rect.right <= this.right && rect.bottom <= this.bottom) + { + return true; + } + + return false; + + } + + /** + * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. + * @method copyFrom + * @param {Rectangle} rect The source rectangle object to copy from + * @return {Rectangle} This rectangle object + **/ + copyFrom(source: Rectangle): Rectangle { + + return this.setTo(source.x, source.y, source.width, source.height); + + } + + /** + * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. + * @method copyTo + * @param {Rectangle} rect The destination rectangle object to copy in to + * @return {Rectangle} The destination rectangle object + **/ + copyTo(target: Rectangle): Rectangle { + + return target.copyFrom(this); + + } + + /** + * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. + * @method equals + * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. + **/ + equals(toCompare: Rectangle): bool { + + if (this.x === toCompare.x && this.y === toCompare.y && this.width === toCompare.width && this.height === toCompare.height) + { + return true; + } + + return false; + + } + + /** + * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. + * @method inflate + * @param {Number} dx The amount to be added to the left side of this Rectangle. + * @param {Number} dy The amount to be added to the bottom side of this Rectangle. + * @return {Rectangle} This Rectangle object. + **/ + inflate(dx: number, dy: number): Rectangle { + + if (!isNaN(dx) && !isNaN(dy)) + { + this.x -= dx; + this.width += 2 * dx; + + this.y -= dy; + this.height += 2 * dy; + } + + return this; + + } + + /** + * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. + * @method inflatePoint + * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + inflatePoint(point: Point): Rectangle { + + return this.inflate(point.x, point.y); + + } + + /** + * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. + * @method intersection + * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. + **/ + intersection(toIntersect: Rectangle, output?: Rectangle = new Rectangle): Rectangle { + + if (this.intersects(toIntersect) === true) + { + output.x = Math.max(toIntersect.x, this.x); + output.y = Math.max(toIntersect.y, this.y); + output.width = Math.min(toIntersect.right, this.right) - output.x; + output.height = Math.min(toIntersect.bottom, this.bottom) - output.y; + } + + return output; + + } + + /** + * Determines whether the object specified in the toIntersect parameter intersects with this Rectangle object. This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. + * @method intersects + * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. + * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. + **/ + intersects(toIntersect: Rectangle): bool { + + if (toIntersect.x >= this.right) + { + return false; + } + + if (toIntersect.right <= this.x) + { + return false; + } + + if (toIntersect.bottom <= this.y) + { + return false; + } + + if (toIntersect.y >= this.bottom) + { + return false; + } + + return true; + + } + + /** + * Checks for overlaps between this Rectangle and the given Rectangle. Returns an object with boolean values for each check. + * @method overlap + * @return {Boolean} true if the rectangles overlap, otherwise false + **/ + overlap(rect: Rectangle): bool { + + return (rect.x + rect.width > this.x) && (rect.x < this.x + this.width) && (rect.y + rect.height > this.y) && (rect.y < this.y + this.height); + + } + + /** + * Determines whether or not this Rectangle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. + **/ + get isEmpty(): bool { + + if (this.width < 1 || this.height < 1) + { + return true; + } + + return false; + + } + + /** + * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Rectangle object by this amount. + * @param {Number} dy Moves the y value of the Rectangle object by this amount. + * @return {Rectangle} This Rectangle object. + **/ + offset(dx: number, dy: number): Rectangle { + + if (!isNaN(dx) && !isNaN(dy)) + { + this.x += dx; + this.y += dy; + } + + return this; + + } + + /** + * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + offsetPoint(point: Point): Rectangle { + + return this.offset(point.x, point.y); + + } + + /** + * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. + * @method setEmpty + * @return {Rectangle} This rectangle object + **/ + setEmpty() { + + return this.setTo(0, 0, 0, 0); + + } + + /** + * Sets the members of Rectangle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + setTo(x: number, y: number, width: number, height: number): Rectangle { + + if (!isNaN(x) && !isNaN(y) && !isNaN(width) && !isNaN(height)) + { + this.x = x; + this.y = y; + + if (width > 0) + { + this.width = width; + } + + if (height > 0) + { + this.height = height; + } + + } + + return this; + + } + + /** + * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. + * @method union + * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that is the union of the two rectangles. + **/ + union(toUnion: Rectangle, output?: Rectangle = new Rectangle): Rectangle { + + return output.setTo( + Math.min(toUnion.x, this.x), + Math.min(toUnion.y, this.y), + Math.max(toUnion.right, this.right), + Math.max(toUnion.bottom, this.bottom) + ); + + } + + /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + toString(): string { + + return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; + + } } - /** - * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. - * @method union - * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that is the union of the two rectangles. - **/ - union(toUnion: Rectangle, output?: Rectangle = new Rectangle): Rectangle { - - return output.setTo( - Math.min(toUnion.x, this.x), - Math.min(toUnion.y, this.y), - Math.max(toUnion.right, this.right), - Math.max(toUnion.bottom, this.bottom) - ); - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - toString(): string { - - return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; - - } - -} +} \ No newline at end of file diff --git a/Phaser/phaser.js b/Phaser/phaser.js index 1d916bbc7..f2c7255b4 100644 --- a/Phaser/phaser.js +++ b/Phaser/phaser.js @@ -1,8147 +1,7 @@ -/// -/** -* Phaser - GameMath -* -* @desc Adds a set of extra Math functions and extends a few commonly used ones. -* Includes methods written by Dylan Engelman and Adam Saltsman. -* -* @version 1.0 - 17th March 2013 -* @author Richard Davey -*/ -var GameMath = (function () { - function GameMath(game) { - //arbitrary 8 digit epsilon - this.cosTable = []; - this.sinTable = []; - /** - * The global random number generator seed (for deterministic behavior in recordings and saves). - */ - this.globalSeed = Math.random(); - this._game = game; - } - GameMath.PI = 3.141592653589793; - GameMath.PI_2 = 1.5707963267948965; - GameMath.PI_4 = 0.7853981633974483; - GameMath.PI_8 = 0.39269908169872413; - GameMath.PI_16 = 0.19634954084936206; - GameMath.TWO_PI = 6.283185307179586; - GameMath.THREE_PI_2 = 4.7123889803846895; - GameMath.E = 2.71828182845905; - GameMath.LN10 = 2.302585092994046; - GameMath.LN2 = 0.6931471805599453; - GameMath.LOG10E = 0.4342944819032518; - GameMath.LOG2E = 1.442695040888963387; - GameMath.SQRT1_2 = 0.7071067811865476; - GameMath.SQRT2 = 1.4142135623730951; - GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; - GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; - GameMath.B_16 = 65536; - GameMath.B_31 = 2147483648; - GameMath.B_32 = 4294967296; - GameMath.B_48 = 281474976710656; - GameMath.B_53 = 9007199254740992; - GameMath.B_64 = 18446744073709551616; - GameMath.ONE_THIRD = 0.333333333333333333333333333333333; - GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; - GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; - GameMath.COS_PI_3 = 0.86602540378443864676372317075294; - GameMath.SIN_2PI_3 = 0.03654595; - GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; - GameMath.ON = true; - GameMath.OFF = false; - GameMath.SHORT_EPSILON = 0.1; - GameMath.PERC_EPSILON = 0.001; - GameMath.EPSILON = 0.0001; - GameMath.LONG_EPSILON = 0.00000001; - GameMath.prototype.computeMachineEpsilon = function () { - // Machine epsilon ala Eispack - var fourThirds = 4.0 / 3.0; - var third = fourThirds - 1.0; - var one = third + third + third; - return Math.abs(1.0 - one); - }; - GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.abs(a - b) < epsilon; - }; - GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a < b + epsilon; - }; - GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a > b - epsilon; - }; - GameMath.prototype.fuzzyCeil = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.ceil(val - epsilon); - }; - GameMath.prototype.fuzzyFloor = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.floor(val + epsilon); - }; - GameMath.prototype.average = function () { - var args = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - args[_i] = arguments[_i + 0]; - } - var avg = 0; - for(var i = 0; i < args.length; i++) { - avg += args[i]; - } - return avg / args.length; - }; - GameMath.prototype.slam = function (value, target, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return (Math.abs(value - target) < epsilon) ? target : value; - }; - GameMath.prototype.percentageMinMax = /** - * ratio of value to a range - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(!max) { - return 0; - } else { - return val / max; - } - }; - GameMath.prototype.sign = /** - * a value representing the sign of the value. - * -1 for negative, +1 for positive, 0 if value is 0 - */ - function (n) { - if(n) { - return n / Math.abs(n); - } else { - return 0; - } - }; - GameMath.prototype.truncate = function (n) { - return (n > 0) ? Math.floor(n) : Math.ceil(n); - }; - GameMath.prototype.shear = function (n) { - return n % 1; - }; - GameMath.prototype.wrap = /** - * wrap a value around a range, similar to modulus with a floating minimum - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(max == 0) { - return min; - } - val %= max; - val += min; - while(val < min) { - val += max; - } - return val; - }; - GameMath.prototype.arithWrap = /** - * arithmetic version of wrap... need to decide which is more efficient - */ - function (value, max, min) { - if (typeof min === "undefined") { min = 0; } - max -= min; - if(max == 0) { - return min; - } - return value - max * Math.floor((value - min) / max); - }; - GameMath.prototype.clamp = /** - * force a value within the boundaries of two values - * - * if max < min, min is returned - */ - function (input, max, min) { - if (typeof min === "undefined") { min = 0; } - return Math.max(min, Math.min(max, input)); - }; - GameMath.prototype.snapTo = /** - * Snap a value to nearest grid slice, using rounding. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.round(input / gap); - return start + input; - }; - GameMath.prototype.snapToFloor = /** - * Snap a value to nearest grid slice, using floor. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.floor(input / gap); - return start + input; - }; - GameMath.prototype.snapToCeil = /** - * Snap a value to nearest grid slice, using ceil. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.ceil(input / gap); - return start + input; - }; - GameMath.prototype.snapToInArray = /** - * Snaps a value to the nearest value in an array. - */ - function (input, arr, sort) { - if (typeof sort === "undefined") { sort = true; } - if(sort) { - arr.sort(); - } - if(input < arr[0]) { - return arr[0]; - } - var i = 1; - while(arr[i] < input) { - i++; - } - var low = arr[i - 1]; - var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; - return ((high - input) <= (input - low)) ? high : low; - }; - GameMath.prototype.roundTo = /** - * roundTo some place comparative to a 'base', default is 10 for decimal place - * - * 'place' is represented by the power applied to 'base' to get that place - * - * @param value - the value to round - * @param place - the place to round to - * @param base - the base to round in... default is 10 for decimal - * - * e.g. - * - * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 - * - * roundTo(2000/7,3) == 0 - * roundTo(2000/7,2) == 300 - * roundTo(2000/7,1) == 290 - * roundTo(2000/7,0) == 286 - * roundTo(2000/7,-1) == 285.7 - * roundTo(2000/7,-2) == 285.71 - * roundTo(2000/7,-3) == 285.714 - * roundTo(2000/7,-4) == 285.7143 - * roundTo(2000/7,-5) == 285.71429 - * - * roundTo(2000/7,3,2) == 288 -- 100100000 - * roundTo(2000/7,2,2) == 284 -- 100011100 - * roundTo(2000/7,1,2) == 286 -- 100011110 - * roundTo(2000/7,0,2) == 286 -- 100011110 - * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 - * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 - * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 - * - * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed - * because we are rounding 100011.1011011011011011 which rounds up. - */ - function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.round(value * p) / p; - }; - GameMath.prototype.floorTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.floor(value * p) / p; - }; - GameMath.prototype.ceilTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.ceil(value * p) / p; - }; - GameMath.prototype.interpolateFloat = /** - * a one dimensional linear interpolation of a value. - */ - function (a, b, weight) { - return (b - a) * weight + a; - }; - GameMath.prototype.radiansToDegrees = /** - * convert radians to degrees - */ - function (angle) { - return angle * GameMath.RAD_TO_DEG; - }; - GameMath.prototype.degreesToRadians = /** - * convert degrees to radians - */ - function (angle) { - return angle * GameMath.DEG_TO_RAD; - }; - GameMath.prototype.angleBetween = /** - * Find the angle of a segment from (x1, y1) -> (x2, y2 ) - */ - function (x1, y1, x2, y2) { - return Math.atan2(y2 - y1, x2 - x1); - }; - GameMath.prototype.normalizeAngle = /** - * set an angle with in the bounds of -PI to PI - */ - function (angle, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - return this.wrap(angle, rd, -rd); - }; - GameMath.prototype.nearestAngleBetween = /** - * closest angle between two angles from a1 to a2 - * absolute value the return for exact angle - */ - function (a1, a2, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngle(a2, radians); - if(a1 < -rd / 2 && a2 > rd / 2) { - a1 += rd * 2; - } - if(a2 < -rd / 2 && a1 > rd / 2) { - a2 += rd * 2; - } - return a2 - a1; - }; - GameMath.prototype.normalizeAngleToAnother = /** - * normalizes independent and then sets dep to the nearest value respective to independent - * - * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - return ind + this.nearestAngleBetween(ind, dep, radians); - }; - GameMath.prototype.normalizeAngleAfterAnother = /** - * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent - * - * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(dep - ind, radians); - return ind + dep; - }; - GameMath.prototype.normalizeAngleBeforeAnother = /** - * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent - * - * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(ind - dep, radians); - return ind - dep; - }; - GameMath.prototype.interpolateAngles = /** - * interpolate across the shortest arc between two angles - */ - function (a1, a2, weight, radians, ease) { - if (typeof radians === "undefined") { radians = true; } - if (typeof ease === "undefined") { ease = null; } - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngleToAnother(a2, a1, radians); - return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); - }; - GameMath.prototype.logBaseOf = /** - * Compute the logarithm of any value of any base - * - * a logarithm is the exponent that some constant (base) would have to be raised to - * to be equal to value. - * - * i.e. - * 4 ^ x = 16 - * can be rewritten as to solve for x - * logB4(16) = x - * which with this function would be - * LoDMath.logBaseOf(16,4) - * - * which would return 2, because 4^2 = 16 - */ - function (value, base) { - return Math.log(value) / Math.log(base); - }; - GameMath.prototype.GCD = /** - * Greatest Common Denominator using Euclid's algorithm - */ - function (m, n) { - var r; - //make sure positive, GCD is always positive - m = Math.abs(m); - n = Math.abs(n); - //m must be >= n - if(m < n) { - r = m; - m = n; - n = r; - } - //now start loop - while(true) { - r = m % n; - if(!r) { - return n; - } - m = n; - n = r; - } - return 1; - }; - GameMath.prototype.LCM = /** - * Lowest Common Multiple - */ - function (m, n) { - return (m * n) / this.GCD(m, n); - }; - GameMath.prototype.factorial = /** - * Factorial - N! - * - * simple product series - * - * by definition: - * 0! == 1 - */ - function (value) { - if(value == 0) { - return 1; - } - var res = value; - while(--value) { - res *= value; - } - return res; - }; - GameMath.prototype.gammaFunction = /** - * gamma function - * - * defined: gamma(N) == (N - 1)! - */ - function (value) { - return this.factorial(value - 1); - }; - GameMath.prototype.fallingFactorial = /** - * falling factorial - * - * defined: (N)! / (N - x)! - * - * written subscript: (N)x OR (base)exp - */ - function (base, exp) { - return this.factorial(base) / this.factorial(base - exp); - }; - GameMath.prototype.risingFactorial = /** - * rising factorial - * - * defined: (N + x - 1)! / (N - 1)! - * - * written superscript N^(x) OR base^(exp) - */ - function (base, exp) { - //expanded from gammaFunction for speed - return this.factorial(base + exp - 1) / this.factorial(base - 1); - }; - GameMath.prototype.binCoef = /** - * binomial coefficient - * - * defined: N! / (k!(N-k)!) - * reduced: N! / (N-k)! == (N)k (fallingfactorial) - * reduced: (N)k / k! - */ - function (n, k) { - return this.fallingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.risingBinCoef = /** - * rising binomial coefficient - * - * as one can notice in the analysis of binCoef(...) that - * binCoef is the (N)k divided by k!. Similarly rising binCoef - * is merely N^(k) / k! - */ - function (n, k) { - return this.risingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.chanceRoll = /** - * Generate a random boolean result based on the chance value - *

- * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance - * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. - *

- * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) - * @return true if the roll passed, or false - */ - function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = /** - * Adds the given amount to the value, but never lets the value go over the specified maximum - * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The new value - */ - function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = /** - * Subtracts the given amount from the value, but never lets the value go below the specified minimum - * - * @param value The base value - * @param amount The amount to subtract from the base value - * @param min The minimum the value is allowed to be - * @return The new value - */ - function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *

Values must be positive integers, and are passed through Math.abs

- * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The wrapped value - */ - function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = /** - * Returns true if the number given is odd. - * - * @param n The number to check - * - * @return True if the given number is odd. False if the given number is even. - */ - function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = /** - * Returns true if the number given is even. - * - * @param n The number to check - * - * @return True if the given number is even. False if the given number is odd. - */ - function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = /** - * Keeps an angle value between -180 and +180
- * Should be called whenever the angle is updated on the Sprite to stop it from going insane. - * - * @param angle The angle value to check - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle) { - var result = angle; - // Nothing needs to change - if(angle >= -180 && angle <= 180) { - return angle; - } - // Else normalise it to -180, 180 - result = (angle + 180) % 360; - if(result < 0) { - result += 360; - } - return result - 180; - }; - GameMath.prototype.angleLimit = /** - * Keeps an angle value between the given min and max values - * - * @param angle The angle value to check. Must be between -180 and +180 - * @param min The minimum angle that is allowed (must be -180 or greater) - * @param max The maximum angle that is allowed (must be 180 or less) - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle, min, max) { - var result = angle; - if(angle > max) { - result = max; - } else if(angle < min) { - result = min; - } - return result; - }; - GameMath.prototype.linearInterpolation = /** - * @method linear - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(k < 0) { - return this.linear(v[0], v[1], f); - } - if(k > 1) { - return this.linear(v[m], v[m - 1], m - f); - } - return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); - }; - GameMath.prototype.bezierInterpolation = /** - * @method Bezier - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var b = 0; - var n = v.length - 1; - for(var i = 0; i <= n; i++) { - b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); - } - return b; - }; - GameMath.prototype.catmullRomInterpolation = /** - * @method CatmullRom - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(v[0] === v[m]) { - if(k < 0) { - i = Math.floor(f = m * (1 + k)); - } - return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); - } else { - if(k < 0) { - return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); - } - if(k > 1) { - return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); - } - return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); - } - }; - GameMath.prototype.linear = /** - * @method Linear - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} t - * @static - */ - function (p0, p1, t) { - return (p1 - p0) * t + p0; - }; - GameMath.prototype.bernstein = /** - * @method Bernstein - * @param {Any} n - * @param {Any} i - * @static - */ - function (n, i) { - return this.factorial(n) / this.factorial(i) / this.factorial(n - i); - }; - GameMath.prototype.catmullRom = /** - * @method CatmullRom - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} p2 - * @param {Any} p3 - * @param {Any} t - * @static - */ - function (p0, p1, p2, p3, t) { - var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; - return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; - }; - GameMath.prototype.difference = function (a, b) { - return Math.abs(a - b); - }; - GameMath.prototype.computeVelocity = /** - * A tween-like function that takes a starting velocity - * and some other factors and returns an altered velocity. - * - * @param Velocity Any component of velocity (e.g. 20). - * @param Acceleration Rate at which the velocity is changing. - * @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. - * @param Max An absolute value cap for the velocity. - * - * @return The altered Velocity value. - */ - function (Velocity, Acceleration, Drag, Max) { - if (typeof Acceleration === "undefined") { Acceleration = 0; } - if (typeof Drag === "undefined") { Drag = 0; } - if (typeof Max === "undefined") { Max = 10000; } - if(Acceleration !== 0) { - Velocity += Acceleration * this._game.time.elapsed; - } else if(Drag !== 0) { - var drag = Drag * this._game.time.elapsed; - if(Velocity - drag > 0) { - Velocity = Velocity - drag; - } else if(Velocity + drag < 0) { - Velocity += drag; - } else { - Velocity = 0; - } - } - if((Velocity != 0) && (Max != 10000)) { - if(Velocity > Max) { - Velocity = Max; - } else if(Velocity < -Max) { - Velocity = -Max; - } - } - return Velocity; - }; - GameMath.prototype.velocityFromAngle = /** - * Given the angle and speed calculate the velocity and return it as a Point - * - * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) - * @param speed The speed it will move, in pixels per second sq - * - * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value - */ - function (angle, speed) { - var a = this.degreesToRadians(angle); - return new Point((Math.cos(a) * speed), (Math.sin(a) * speed)); - }; - GameMath.prototype.random = /** - * Generates a random number. Deterministic, meaning safe - * to use if you want to record replays in random environments. - * - * @return A Number between 0 and 1. - */ - function () { - return this.globalSeed = this.srand(this.globalSeed); - }; - GameMath.prototype.srand = /** - * Generates a random number based on the seed provided. - * - * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). - * - * @return A Number between 0 and 1. - */ - function (Seed) { - return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; - }; - GameMath.prototype.getRandom = /** - * Fetch a random entry from the given array. - * Will return null if random selection is missing, or array has no entries. - * FlxG.getRandom() is deterministic and safe for use with replays/recordings. - * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings. - * - * @param Objects An array of objects. - * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param Length Optional restriction on the number of values you want to randomly select from. - * - * @return The random object that was selected. - */ - function (Objects, StartIndex, Length) { - if (typeof StartIndex === "undefined") { StartIndex = 0; } - if (typeof Length === "undefined") { Length = 0; } - if(Objects != null) { - var l = Length; - if((l == 0) || (l > Objects.length - StartIndex)) { - l = Objects.length - StartIndex; - } - if(l > 0) { - return Objects[StartIndex + Math.floor(Math.random() * l)]; - } - } - return null; - }; - GameMath.prototype.floor = /** - * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (Value) { - var n = Value | 0; - return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); - }; - GameMath.prototype.ceil = /** - * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (Value) { - var n = Value | 0; - return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); - }; - GameMath.prototype.sinCosGenerator = /** - * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at - *

- * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function - * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. - *

- * @param length The length of the wave - * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param frequency The frequency of the sine and cosine table data - * @return Returns the sine table - * @see getSinTable - * @see getCosTable - */ - function (length, sinAmplitude, cosAmplitude, frequency) { - if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } - if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } - if (typeof frequency === "undefined") { frequency = 1.0; } - var sin = sinAmplitude; - var cos = cosAmplitude; - var frq = frequency * Math.PI / length; - this.cosTable = []; - this.sinTable = []; - for(var c = 0; c < length; c++) { - cos -= sin * frq; - sin += cos * frq; - this.cosTable[c] = cos; - this.sinTable[c] = sin; - } - return this.sinTable; - }; - return GameMath; -})(); -/** -* Point -* -* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. -* -* @version 1.2 - 27th February 2013 -* @author Richard Davey -* @todo polar, interpolate -*/ -var Point = (function () { - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class Point - * @constructor - * @param {Number} x One-liner. Default is ?. - * @param {Number} y One-liner. Default is ?. - **/ - function Point(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.setTo(x, y); - } - Point.prototype.add = /** - * Adds the coordinates of another point to the coordinates of this point to create a new point. - * @method add - * @param {Point} point - The point to be added. - * @return {Point} The new Point object. - **/ - function (toAdd, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x + toAdd.x, this.y + toAdd.y); - }; - Point.prototype.addTo = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x + x, this.y + y); - }; - Point.prototype.subtractFrom = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x - x, this.y - y); - }; - Point.prototype.invert = /** - * Inverts the x and y values of this point - * @method invert - * @return {Point} This Point object. - **/ - function () { - return this.setTo(this.y, this.x); - }; - Point.prototype.clamp = /** - * Clamps this Point object to be between the given min and max - * @method clamp - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.clampX(min, max); - this.clampY(min, max); - return this; - }; - Point.prototype.clampX = /** - * Clamps the x value of this Point object to be between the given min and max - * @method clampX - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - return this; - }; - Point.prototype.clampY = /** - * Clamps the y value of this Point object to be between the given min and max - * @method clampY - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - this.y = Math.max(Math.min(this.y, max), min); - return this; - }; - Point.prototype.clone = /** - * Creates a copy of this Point. - * @method clone - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x, this.y); - }; - Point.prototype.copyFrom = /** - * Copies the point data from the source Point object into this Point object. - * @method copyFrom - * @param {Point} source - The point to copy from. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (source) { - return this.setTo(source.x, source.y); - }; - Point.prototype.copyTo = /** - * Copies the point data from this Point object to the given target Point object. - * @method copyTo - * @param {Point} target - The point to copy to. - * @return {Point} The target Point object. - **/ - function (target) { - return target.setTo(this.x, this.y); - }; - Point.prototype.distanceTo = /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (target, round) { - if (typeof round === "undefined") { round = false; } - var dx = this.x - target.x; - var dy = this.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.distanceBetween = /** - * Returns the distance between the two Point objects. - * @method distanceBetween - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between the two Point objects. - **/ - function distanceBetween(pointA, pointB, round) { - if (typeof round === "undefined") { round = false; } - var dx = pointA.x - pointB.x; - var dy = pointA.y - pointB.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.prototype.distanceCompare = /** - * Returns true if the distance between this point and a target point is greater than or equal a specified distance. - * This avoids using a costly square root operation - * @method distanceCompare - * @param {Point} target - The Point object to use for comparison. - * @param {Number} distance - The distance to use for comparison. - * @return {Boolena} True if distance is >= specified distance. - **/ - function (target, distance) { - if(this.distanceTo(target) >= distance) { - return true; - } else { - return false; - } - }; - Point.prototype.equals = /** - * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {Point} point - The point to compare against. - * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y) { - return true; - } else { - return false; - } - }; - Point.prototype.interpolate = /** - * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. - * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). - * @method interpolate - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. - * @return {Point} The new interpolated Point object. - **/ - function (pointA, pointB, f) { - }; - Point.prototype.offset = /** - * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. - * The value of dy is added to the original value of y to create the new y value. - * @method offset - * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. - * @param {Number} dy - The amount by which to offset the vertical coordinate, y. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Point.prototype.polar = /** - * Converts a pair of polar coordinates to a Cartesian point coordinate. - * @method polar - * @param {Number} length - The length coordinate of the polar pair. - * @param {Number} angle - The angle, in radians, of the polar pair. - * @return {Point} The new Cartesian Point object. - **/ - function (length, angle) { - }; - Point.prototype.setTo = /** - * Sets the x and y values of this Point object to the given coordinates. - * @method set - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Point.prototype.subtract = /** - * Subtracts the coordinates of another point from the coordinates of this point to create a new point. - * @method subtract - * @param {Point} point - The point to be subtracted. - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (point, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x - point.x, this.y - point.y); - }; - Point.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - }; - return Point; -})(); -/// -/** -* Rectangle -* -* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. -* -* @version 1.2 - 15th October 2012 -* @author Richard Davey -*/ -var Rectangle = (function () { - /** - * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. - * @class Rectangle - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - function Rectangle(x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type Number - **/ - this.x = 0; - /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type Number - **/ - this.y = 0; - /** - * The width of the rectangle in pixels - * @property width - * @type Number - **/ - this.width = 0; - /** - * The height of the rectangle in pixels - * @property height - * @type Number - **/ - this.height = 0; - this.setTo(x, y, width, height); - } - Object.defineProperty(Rectangle.prototype, "halfWidth", { - get: function () { - return Math.round(this.width / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "halfHeight", { - get: function () { - return Math.round(this.height / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - get: /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @return {Number} - **/ - function () { - return this.y + this.height; - }, - set: /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @param {Number} value - **/ - function (value) { - if(value < this.y) { - this.height = 0; - } else { - this.height = this.y + value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottomRight", { - get: /** - * Returns a Point containing the location of the Rectangle's bottom-right corner, determined by the values of the right and bottom properties. - * @method bottomRight - * @return {Point} - **/ - function () { - return new Point(this.right, this.bottom); - }, - set: /** - * Sets the bottom-right corner of this Rectangle, determined by the values of the given Point object. - * @method bottomRight - * @param {Point} value - **/ - function (value) { - this.right = value.x; - this.bottom = value.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "left", { - get: /** - * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @ return {number} - **/ - function () { - return this.x; - }, - set: /** - * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @param {Number} value - **/ - function (value) { - var diff = this.x - value; - if(this.width + diff < 0) { - this.width = 0; - this.x = value; - } else { - this.width += diff; - this.x = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - get: /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. - * @method right - * @return {Number} - **/ - function () { - return this.x + this.width; - }, - set: /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. - * @method right - * @param {Number} value - **/ - function (value) { - if(value < this.x) { - this.width = 0; - return this.x; - } else { - this.width = (value - this.x); - } - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.size = /** - * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. - * @method size - * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. - * @return {Point} The size of the Rectangle object - **/ - function (output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.width, this.height); - }; - Object.defineProperty(Rectangle.prototype, "volume", { - get: /** - * The volume of the Rectangle object in pixels, derived from width * height - * @method volume - * @return {Number} - **/ - function () { - return this.width * this.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "perimeter", { - get: /** - * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. - * @method perimeter - * @return {Number} - **/ - function () { - return (this.width * 2) + (this.height * 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - get: /** - * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @return {Number} - **/ - function () { - return this.y; - }, - set: /** - * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @param {Number} value - **/ - function (value) { - var diff = this.y - value; - if(this.height + diff < 0) { - this.height = 0; - this.y = value; - } else { - this.height += diff; - this.y = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "topLeft", { - get: /** - * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. - * @method topLeft - * @return {Point} - **/ - function () { - return new Point(this.x, this.y); - }, - set: /** - * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. - * @method topLeft - * @param {Point} value - **/ - function (value) { - this.x = value.x; - this.y = value.y; - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.clone = /** - * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. - * @method clone - * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} - **/ - function (output) { - if (typeof output === "undefined") { output = new Rectangle(); } - return output.setTo(this.x, this.y, this.width, this.height); - }; - Rectangle.prototype.contains = /** - * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. - * @method contains - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (x, y) { - if(x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) { - return true; - } - return false; - }; - Rectangle.prototype.containsPoint = /** - * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. - * @method containsPoint - * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (point) { - return this.contains(point.x, point.y); - }; - Rectangle.prototype.containsRect = /** - * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. - * @method containsRect - * @param {Rectangle} rect The rectangle object being checked. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (rect) { - // If the given rect has a larger volume than this one then it can never contain it - if(rect.volume > this.volume) { - return false; - } - if(rect.x >= this.x && rect.y >= this.y && rect.right <= this.right && rect.bottom <= this.bottom) { - return true; - } - return false; - }; - Rectangle.prototype.copyFrom = /** - * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. - * @method copyFrom - * @param {Rectangle} rect The source rectangle object to copy from - * @return {Rectangle} This rectangle object - **/ - function (source) { - return this.setTo(source.x, source.y, source.width, source.height); - }; - Rectangle.prototype.copyTo = /** - * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. - * @method copyTo - * @param {Rectangle} rect The destination rectangle object to copy in to - * @return {Rectangle} The destination rectangle object - **/ - function (target) { - return target.copyFrom(this); - }; - Rectangle.prototype.equals = /** - * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. - * @method equals - * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y && this.width === toCompare.width && this.height === toCompare.height) { - return true; - } - return false; - }; - Rectangle.prototype.inflate = /** - * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. - * @method inflate - * @param {Number} dx The amount to be added to the left side of this Rectangle. - * @param {Number} dy The amount to be added to the bottom side of this Rectangle. - * @return {Rectangle} This Rectangle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x -= dx; - this.width += 2 * dx; - this.y -= dy; - this.height += 2 * dy; - } - return this; - }; - Rectangle.prototype.inflatePoint = /** - * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. - * @method inflatePoint - * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - function (point) { - return this.inflate(point.x, point.y); - }; - Rectangle.prototype.intersection = /** - * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. - * @method intersection - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. - **/ - function (toIntersect, output) { - if (typeof output === "undefined") { output = new Rectangle(); } - if(this.intersects(toIntersect) === true) { - output.x = Math.max(toIntersect.x, this.x); - output.y = Math.max(toIntersect.y, this.y); - output.width = Math.min(toIntersect.right, this.right) - output.x; - output.height = Math.min(toIntersect.bottom, this.bottom) - output.y; - } - return output; - }; - Rectangle.prototype.intersects = /** - * Determines whether the object specified in the toIntersect parameter intersects with this Rectangle object. This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. - * @method intersects - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. - **/ - function (toIntersect) { - if(toIntersect.x >= this.right) { - return false; - } - if(toIntersect.right <= this.x) { - return false; - } - if(toIntersect.bottom <= this.y) { - return false; - } - if(toIntersect.y >= this.bottom) { - return false; - } - return true; - }; - Rectangle.prototype.overlap = /** - * Checks for overlaps between this Rectangle and the given Rectangle. Returns an object with boolean values for each check. - * @method overlap - * @return {Boolean} true if the rectangles overlap, otherwise false - **/ - function (rect) { - return (rect.x + rect.width > this.x) && (rect.x < this.x + this.width) && (rect.y + rect.height > this.y) && (rect.y < this.y + this.height); - }; - Object.defineProperty(Rectangle.prototype, "isEmpty", { - get: /** - * Determines whether or not this Rectangle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. - **/ - function () { - if(this.width < 1 || this.height < 1) { - return true; - } - return false; - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.offset = /** - * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Rectangle object by this amount. - * @param {Number} dy Moves the y value of the Rectangle object by this amount. - * @return {Rectangle} This Rectangle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x += dx; - this.y += dy; - } - return this; - }; - Rectangle.prototype.offsetPoint = /** - * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Rectangle.prototype.setEmpty = /** - * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. - * @method setEmpty - * @return {Rectangle} This rectangle object - **/ - function () { - return this.setTo(0, 0, 0, 0); - }; - Rectangle.prototype.setTo = /** - * Sets the members of Rectangle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - function (x, y, width, height) { - if(!isNaN(x) && !isNaN(y) && !isNaN(width) && !isNaN(height)) { - this.x = x; - this.y = y; - if(width > 0) { - this.width = width; - } - if(height > 0) { - this.height = height; - } - } - return this; - }; - Rectangle.prototype.union = /** - * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. - * @method union - * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that is the union of the two rectangles. - **/ - function (toUnion, output) { - if (typeof output === "undefined") { output = new Rectangle(); } - return output.setTo(Math.min(toUnion.x, this.x), Math.min(toUnion.y, this.y), Math.max(toUnion.right, this.right), Math.max(toUnion.bottom, this.bottom)); - }; - Rectangle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; - }; - return Rectangle; -})(); -/// -/// -/// -/// -var Camera = (function () { - /** - * Instantiates a new camera at the specified location, with the specified size and zoom level. - * - * @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param Width The width of the camera display in pixels. - * @param Height The height of the camera display in pixels. - * @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution. - */ - function Camera(game, id, x, y, width, height) { - this._clip = false; - this._rotation = 0; - this._target = null; - this._sx = 0; - this._sy = 0; - this._fxFlashComplete = null; - this._fxFlashDuration = 0; - this._fxFlashAlpha = 0; - this._fxFadeComplete = null; - this._fxFadeDuration = 0; - this._fxFadeAlpha = 0; - this._fxShakeIntensity = 0; - this._fxShakeDuration = 0; - this._fxShakeComplete = null; - this._fxShakeOffset = new Point(0, 0); - this._fxShakeDirection = 0; - this._fxShakePrevX = 0; - this._fxShakePrevY = 0; - this.scale = new Point(1, 1); - this.scroll = new Point(0, 0); - this.bounds = null; - this.deadzone = null; - // Camera Border - this.showBorder = false; - this.borderColor = 'rgb(255,255,255)'; - // Camera Background Color - this.opaque = true; - this._bgColor = 'rgb(0,0,0)'; - this._bgTextureRepeat = 'repeat'; - // Camera Shadow - this.showShadow = false; - this.shadowColor = 'rgb(0,0,0)'; - this.shadowBlur = 10; - this.shadowOffset = new Point(4, 4); - this.visible = true; - this.alpha = 1; - // The x/y position of the current input event in world coordinates - this.inputX = 0; - this.inputY = 0; - this._game = game; - this.ID = id; - this._stageX = x; - this._stageY = y; - // The view into the world canvas we wish to render - this.worldView = new Rectangle(0, 0, width, height); - this.checkClip(); - } - Camera.STYLE_LOCKON = 0; - Camera.STYLE_PLATFORMER = 1; - Camera.STYLE_TOPDOWN = 2; - Camera.STYLE_TOPDOWN_TIGHT = 3; - Camera.SHAKE_BOTH_AXES = 0; - Camera.SHAKE_HORIZONTAL_ONLY = 1; - Camera.SHAKE_VERTICAL_ONLY = 2; - Camera.prototype.flash = /** - * The camera is filled with this color and returns to normal at the given duration. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - function (color, duration, onComplete, force) { - if (typeof color === "undefined") { color = 0xffffff; } - if (typeof duration === "undefined") { duration = 1; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = false; } - if(force === false && this._fxFlashAlpha > 0) { - // You can't flash again unless you force it - return; - } - if(duration <= 0) { - duration = 1; - } - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFlashDuration = duration; - this._fxFlashAlpha = 1; - this._fxFlashComplete = onComplete; - }; - Camera.prototype.fade = /** - * The camera is gradually filled with this color. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - function (color, duration, onComplete, force) { - if (typeof color === "undefined") { color = 0x000000; } - if (typeof duration === "undefined") { duration = 1; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = false; } - if(force === false && this._fxFadeAlpha > 0) { - // You can't fade again unless you force it - return; - } - if(duration <= 0) { - duration = 1; - } - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFadeDuration = duration; - this._fxFadeAlpha = 0.01; - this._fxFadeComplete = onComplete; - }; - Camera.prototype.shake = /** - * A simple screen-shake effect. - * - * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. - * @param Duration The length in seconds that the shaking effect should last. - * @param OnComplete A function you want to run when the shake effect finishes. - * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). - * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). - */ - function (intensity, duration, onComplete, force, direction) { - if (typeof intensity === "undefined") { intensity = 0.05; } - if (typeof duration === "undefined") { duration = 0.5; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = true; } - if (typeof direction === "undefined") { direction = Camera.SHAKE_BOTH_AXES; } - if(!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) { - return; - } - // If a shake is not already running we need to store the offsets here - if(this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) { - this._fxShakePrevX = this._stageX; - this._fxShakePrevY = this._stageY; - } - this._fxShakeIntensity = intensity; - this._fxShakeDuration = duration; - this._fxShakeComplete = onComplete; - this._fxShakeDirection = direction; - this._fxShakeOffset.setTo(0, 0); - }; - Camera.prototype.stopFX = /** - * Just turns off all the camera effects instantly. - */ - function () { - this._fxFlashAlpha = 0; - this._fxFadeAlpha = 0; - if(this._fxShakeDuration !== 0) { - this._fxShakeDuration = 0; - this._fxShakeOffset.setTo(0, 0); - this._stageX = this._fxShakePrevX; - this._stageY = this._fxShakePrevY; - } - }; - Camera.prototype.follow = function (target, style) { - if (typeof style === "undefined") { style = Camera.STYLE_LOCKON; } - this._target = target; - var helper; - switch(style) { - case Camera.STYLE_PLATFORMER: - var w = this.width / 8; - var h = this.height / 3; - this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); - break; - case Camera.STYLE_TOPDOWN: - helper = Math.max(this.width, this.height) / 4; - this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_TOPDOWN_TIGHT: - helper = Math.max(this.width, this.height) / 8; - this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_LOCKON: - default: - this.deadzone = null; - break; - } - }; - Camera.prototype.focusOnXY = function (x, y) { - x += (x > 0) ? 0.0000001 : -0.0000001; - y += (y > 0) ? 0.0000001 : -0.0000001; - this.scroll.x = Math.round(x - this.worldView.halfWidth); - this.scroll.y = Math.round(y - this.worldView.halfHeight); - }; - Camera.prototype.focusOn = function (point) { - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - this.scroll.x = Math.round(point.x - this.worldView.halfWidth); - this.scroll.y = Math.round(point.y - this.worldView.halfHeight); - }; - Camera.prototype.setBounds = /** - * Specify the boundaries of the world or where the camera is allowed to move. - * - * @param X The smallest X value of your world (usually 0). - * @param Y The smallest Y value of your world (usually 0). - * @param Width The largest X value of your world (usually the world width). - * @param Height The largest Y value of your world (usually the world height). - * @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false). - */ - function (X, Y, Width, Height, UpdateWorld) { - if (typeof X === "undefined") { X = 0; } - if (typeof Y === "undefined") { Y = 0; } - if (typeof Width === "undefined") { Width = 0; } - if (typeof Height === "undefined") { Height = 0; } - if (typeof UpdateWorld === "undefined") { UpdateWorld = false; } - if(this.bounds == null) { - this.bounds = new Rectangle(); - } - this.bounds.setTo(X, Y, Width, Height); - //if(UpdateWorld) - // FlxG.worldBounds.copyFrom(bounds); - this.update(); - }; - Camera.prototype.update = function () { - if(this._target !== null) { - if(this.deadzone == null) { - this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y); - } else { - var edge; - var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); - var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); - edge = targetX - this.deadzone.x; - if(this.scroll.x > edge) { - this.scroll.x = edge; - } - edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; - if(this.scroll.x < edge) { - this.scroll.x = edge; - } - edge = targetY - this.deadzone.y; - if(this.scroll.y > edge) { - this.scroll.y = edge; - } - edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; - if(this.scroll.y < edge) { - this.scroll.y = edge; - } - } - } - // Make sure we didn't go outside the camera's bounds - if(this.bounds !== null) { - if(this.scroll.x < this.bounds.left) { - this.scroll.x = this.bounds.left; - } - if(this.scroll.x > this.bounds.right - this.width) { - this.scroll.x = this.bounds.right - this.width; - } - if(this.scroll.y < this.bounds.top) { - this.scroll.y = this.bounds.top; - } - if(this.scroll.y > this.bounds.bottom - this.height) { - this.scroll.y = this.bounds.bottom - this.height; - } - } - this.worldView.x = this.scroll.x; - this.worldView.y = this.scroll.y; - // Input values - this.inputX = this.worldView.x + this._game.input.x; - this.inputY = this.worldView.y + this._game.input.y; - // Update the Flash effect - if(this._fxFlashAlpha > 0) { - this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration; - this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2); - if(this._fxFlashAlpha <= 0) { - this._fxFlashAlpha = 0; - if(this._fxFlashComplete !== null) { - this._fxFlashComplete(); - } - } - } - // Update the Fade effect - if(this._fxFadeAlpha > 0) { - this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration; - this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2); - if(this._fxFadeAlpha >= 1) { - this._fxFadeAlpha = 1; - if(this._fxFadeComplete !== null) { - this._fxFadeComplete(); - } - } - } - // Update the "shake" special effect - if(this._fxShakeDuration > 0) { - this._fxShakeDuration -= this._game.time.elapsed; - this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2); - if(this._fxShakeDuration <= 0) { - this._fxShakeDuration = 0; - this._fxShakeOffset.setTo(0, 0); - this._stageX = this._fxShakePrevX; - this._stageY = this._fxShakePrevY; - if(this._fxShakeComplete != null) { - this._fxShakeComplete(); - } - } else { - if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY)) { - //this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom; - this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width); - } - if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY)) { - //this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom; - this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height); - } - } - } - }; - Camera.prototype.render = function () { - if(this.visible === false && this.alpha < 0.1) { - return; - } - if((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) { - //this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x; - //this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y; - this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x; - this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y; - //console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y); - } - //if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) - //{ - //this._game.stage.context.save(); - //} - // It may be safe/quicker to just save the context every frame regardless - this._game.stage.context.save(); - if(this.alpha !== 1) { - this._game.stage.context.globalAlpha = this.alpha; - } - this._sx = this._stageX; - this._sy = this._stageY; - // Shadow - if(this.showShadow) { - this._game.stage.context.shadowColor = this.shadowColor; - this._game.stage.context.shadowBlur = this.shadowBlur; - this._game.stage.context.shadowOffsetX = this.shadowOffset.x; - this._game.stage.context.shadowOffsetY = this.shadowOffset.y; - } - // Scale on - if(this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.scale(this.scale.x, this.scale.y); - this._sx = this._sx / this.scale.x; - this._sy = this._sy / this.scale.y; - } - // Rotation - translate to the mid-point of the camera - if(this._rotation !== 0) { - this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); - this._game.stage.context.rotate(this._rotation * (Math.PI / 180)); - // now shift back to where that should actually render - this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); - } - // Background - if(this.opaque == true) { - if(this._bgTexture) { - this._game.stage.context.fillStyle = this._bgTexture; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } else { - this._game.stage.context.fillStyle = this._bgColor; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - } - // Shadow off - if(this.showShadow) { - this._game.stage.context.shadowBlur = 0; - this._game.stage.context.shadowOffsetX = 0; - this._game.stage.context.shadowOffsetY = 0; - } - // Clip the camera so we don't get sprites appearing outside the edges - if(this._clip) { - this._game.stage.context.beginPath(); - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.closePath(); - this._game.stage.context.clip(); - } - //this.totalSpritesRendered = this._game.world.renderSpritesInCamera(this.worldView, sx, sy); - //this._game.world.group.render(this.worldView, this.worldView.x, this.worldView.y, sx, sy); - this._game.world.group.render(this, this._sx, this._sy); - if(this.showBorder) { - this._game.stage.context.strokeStyle = this.borderColor; - this._game.stage.context.lineWidth = 1; - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.stroke(); - } - // "Flash" FX - if(this._fxFlashAlpha > 0) { - this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')'; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - // "Fade" FX - if(this._fxFadeAlpha > 0) { - this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')'; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - // Scale off - if(this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.scale(1, 1); - } - if(this._rotation !== 0 || this._clip) { - this._game.stage.context.translate(0, 0); - //this._game.stage.context.restore(); - } - // maybe just do this every frame regardless? - this._game.stage.context.restore(); - if(this.alpha !== 1) { - this._game.stage.context.globalAlpha = 1; - } - }; - Object.defineProperty(Camera.prototype, "backgroundColor", { - get: function () { - return this._bgColor; - }, - set: function (color) { - this._bgColor = color; - }, - enumerable: true, - configurable: true - }); - Camera.prototype.setTexture = function (key, repeat) { - if (typeof repeat === "undefined") { repeat = 'repeat'; } - this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); - this._bgTextureRepeat = repeat; - }; - Camera.prototype.setPosition = function (x, y) { - this._stageX = x; - this._stageY = y; - this.checkClip(); - }; - Camera.prototype.setSize = function (width, height) { - this.worldView.width = width; - this.worldView.height = height; - this.checkClip(); - }; - Camera.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); - this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); - if(this.bounds) { - this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); - } - }; - Object.defineProperty(Camera.prototype, "x", { - get: function () { - return this._stageX; - }, - set: function (value) { - this._stageX = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "y", { - get: function () { - return this._stageY; - }, - set: function (value) { - this._stageY = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "width", { - get: function () { - return this.worldView.width; - }, - set: function (value) { - this.worldView.width = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "height", { - get: function () { - return this.worldView.height; - }, - set: function (value) { - this.worldView.height = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "rotation", { - get: function () { - return this._rotation; - }, - set: function (value) { - this._rotation = this._game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - Camera.prototype.checkClip = function () { - if(this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) { - this._clip = true; - } else { - this._clip = false; - } - }; - return Camera; -})(); -/// -/// -/// -/// -/// -// TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct -// TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more -var Cameras = (function () { - function Cameras(game, x, y, width, height) { - this._game = game; - this._cameras = []; - this.current = this.addCamera(x, y, width, height); - } - Cameras.prototype.getAll = function () { - return this._cameras; - }; - Cameras.prototype.update = function () { - this._cameras.forEach(function (camera) { - return camera.update(); - }); - }; - Cameras.prototype.render = function () { - this._cameras.forEach(function (camera) { - return camera.render(); - }); - }; - Cameras.prototype.addCamera = function (x, y, width, height) { - var newCam = new Camera(this._game, this._cameras.length, x, y, width, height); - this._cameras.push(newCam); - return newCam; - }; - Cameras.prototype.removeCamera = function (id) { - if(this._cameras[id]) { - if(this.current === this._cameras[id]) { - this.current = null; - } - this._cameras.splice(id, 1); - return true; - } else { - return false; - } - }; - Cameras.prototype.destroy = function () { - this._cameras.length = 0; - this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); - }; - return Cameras; -})(); -/// -/** -* This is a useful "generic" object. -* Both GameObject and Group extend this class, -* as do the plugins. Has no size, position or graphical data. -* -* @author Adam Atomic -* @author Richard Davey -*/ -var Basic = (function () { - /** - * Instantiate the basic object. - */ - function Basic(game) { - /** - * Allows you to give this object a name. Useful for debugging, but not actually used internally. - */ - this.name = ''; - this._game = game; - this.ID = -1; - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.isGroup = false; - this.ignoreDrawDebug = false; - } - Basic.prototype.destroy = /** - * Override this to null out iables or manually call - * destroy() on class members if necessary. - * Don't forget to call super.destroy()! - */ - function () { - }; - Basic.prototype.preUpdate = /** - * Pre-update is called right before update() on each object in the game loop. - */ - function () { - }; - Basic.prototype.update = /** - * Override this to update your class's position and appearance. - * This is where most of your game rules and behavioral code will go. - */ - function () { - }; - Basic.prototype.postUpdate = /** - * Post-update is called right after update() on each object in the game loop. - */ - function () { - }; - Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - }; - Basic.prototype.kill = /** - * Handy for "killing" game objects. - * Default behavior is to flag them as nonexistent AND dead. - * However, if you want the "corpse" to remain in the game, - * like to animate an effect or whatever, you should override this, - * setting only alive to false, and leaving exists true. - */ - function () { - this.alive = false; - this.exists = false; - }; - Basic.prototype.revive = /** - * Handy for bringing game objects "back to life". Just sets alive and exists back to true. - * In practice, this is most often called by FlxObject.reset(). - */ - function () { - this.alive = true; - this.exists = true; - }; - Basic.prototype.toString = /** - * Convert object to readable string name. Useful for debugging, save games, etc. - */ - function () { - //return FlxU.getClassName(this, true); - return ""; - }; - return Basic; -})(); -/// -var DynamicTexture = (function () { - function DynamicTexture(game, key, width, height) { - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._game = game; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); - this.bounds = new Rectangle(0, 0, width, height); - } - DynamicTexture.prototype.getPixel = function (x, y) { - //r = imageData.data[0]; - //g = imageData.data[1]; - //b = imageData.data[2]; - //a = imageData.data[3]; - var imageData = this.context.getImageData(x, y, 1, 1); - return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixel32 = function (x, y) { - var imageData = this.context.getImageData(x, y, 1, 1); - return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixels = // Returns a CanvasPixelArray - function (rect) { - return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.setPixel = function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixel32 = function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixels = function (rect, input) { - this.context.putImageData(input, rect.x, rect.y); - }; - DynamicTexture.prototype.fillRect = function (rect, color) { - this.context.fillStyle = color; - this.context.fillRect(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.pasteImage = function (key, frame, destX, destY, destWidth, destHeight) { - if (typeof frame === "undefined") { frame = -1; } - if (typeof destX === "undefined") { destX = 0; } - if (typeof destY === "undefined") { destY = 0; } - if (typeof destWidth === "undefined") { destWidth = null; } - if (typeof destHeight === "undefined") { destHeight = null; } - var texture = null; - var frameData; - this._sx = 0; - this._sy = 0; - this._dx = destX; - this._dy = destY; - // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot - if(frame > -1) { - //if (this._game.cache.isSpriteSheet(key)) - //{ - // texture = this._game.cache.getImage(key); - //this.animations.loadFrameData(this._game.cache.getFrameData(key)); - //} - } else { - texture = this._game.cache.getImage(key); - this._sw = texture.width; - this._sh = texture.height; - this._dw = texture.width; - this._dh = texture.height; - } - if(destWidth !== null) { - this._dw = destWidth; - } - if(destHeight !== null) { - this._dh = destHeight; - } - if(texture != null) { - this.context.drawImage(texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - }; - DynamicTexture.prototype.copyPixels = // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false - function (sourceTexture, sourceRect, destPoint) { - // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call - if(sourceRect.equals(this.bounds) == true) { - this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); - } else { - this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); - } - }; - DynamicTexture.prototype.clear = function () { - this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); - }; - Object.defineProperty(DynamicTexture.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(DynamicTexture.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - DynamicTexture.prototype.getColor32 = /** - * Given an alpha and 3 color values this will return an integer representation of it - * - * @param alpha The Alpha value (between 0 and 255) - * @param red The Red channel value (between 0 and 255) - * @param green The Green channel value (between 0 and 255) - * @param blue The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xAARRGGBB) - */ - function (alpha, red, green, blue) { - return alpha << 24 | red << 16 | green << 8 | blue; - }; - DynamicTexture.prototype.getColor = /** - * Given 3 color values this will return an integer representation of it - * - * @param red The Red channel value (between 0 and 255) - * @param green The Green channel value (between 0 and 255) - * @param blue The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xRRGGBB) - */ - function (red, green, blue) { - return red << 16 | green << 8 | blue; - }; - return DynamicTexture; -})(); -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -/// -/// -/// -/// -/// -var GameObject = (function (_super) { - __extends(GameObject, _super); - function GameObject(game, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 16; } - if (typeof height === "undefined") { height = 16; } - _super.call(this, game); - this._angle = 0; - this.moves = true; - this.bounds = new Rectangle(x, y, width, height); - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.isGroup = false; - this.alpha = 1; - this.scale = new Point(1, 1); - this.last = new Point(x, y); - this.origin = new Point(this.bounds.halfWidth, this.bounds.halfHeight); - this.mass = 1.0; - this.elasticity = 0.0; - this.health = 1; - this.immovable = false; - this.moves = true; - this.touching = GameObject.NONE; - this.wasTouching = GameObject.NONE; - this.allowCollisions = GameObject.ANY; - this.velocity = new Point(); - this.acceleration = new Point(); - this.drag = new Point(); - this.maxVelocity = new Point(10000, 10000); - this.angle = 0; - this.angularVelocity = 0; - this.angularAcceleration = 0; - this.angularDrag = 0; - this.maxAngular = 10000; - this.scrollFactor = new Point(1.0, 1.0); - } - GameObject.LEFT = 0x0001; - GameObject.RIGHT = 0x0010; - GameObject.UP = 0x0100; - GameObject.DOWN = 0x1000; - GameObject.NONE = 0; - GameObject.CEILING = GameObject.UP; - GameObject.FLOOR = GameObject.DOWN; - GameObject.WALL = GameObject.LEFT | GameObject.RIGHT; - GameObject.ANY = GameObject.LEFT | GameObject.RIGHT | GameObject.UP | GameObject.DOWN; - GameObject.OVERLAP_BIAS = 4; - GameObject.prototype.preUpdate = function () { - // flicker time - this.last.x = this.bounds.x; - this.last.y = this.bounds.y; - }; - GameObject.prototype.update = function () { - }; - GameObject.prototype.postUpdate = function () { - if(this.moves) { - this.updateMotion(); - } - this.wasTouching = this.touching; - this.touching = GameObject.NONE; - }; - GameObject.prototype.updateMotion = function () { - var delta; - var velocityDelta; - velocityDelta = (this._game.math.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2; - this.angularVelocity += velocityDelta; - this._angle += this.angularVelocity * this._game.time.elapsed; - this.angularVelocity += velocityDelta; - velocityDelta = (this._game.math.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; - this.velocity.x += velocityDelta; - delta = this.velocity.x * this._game.time.elapsed; - this.velocity.x += velocityDelta; - this.bounds.x += delta; - velocityDelta = (this._game.math.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; - this.velocity.y += velocityDelta; - delta = this.velocity.y * this._game.time.elapsed; - this.velocity.y += velocityDelta; - this.bounds.y += delta; - }; - GameObject.prototype.overlaps = /** - * Checks to see if some GameObject overlaps this GameObject or FlxGroup. - * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). - * WARNING: Currently tilemaps do NOT support screen space overlap checks! - * - * @param ObjectOrGroup The object or group being tested. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the two objects overlap. - */ - function (ObjectOrGroup, InScreenSpace, Camera) { - if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } - if (typeof Camera === "undefined") { Camera = null; } - if(ObjectOrGroup.isGroup) { - var results = false; - var i = 0; - var members = ObjectOrGroup.members; - while(i < length) { - if(this.overlaps(members[i++], InScreenSpace, Camera)) { - results = true; - } - } - return results; - } - /* - if (typeof ObjectOrGroup === 'FlxTilemap') - { - //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. - return ObjectOrGroup.overlaps(this, InScreenSpace, Camera); - } - */ - //var object: GameObject = ObjectOrGroup; - if(!InScreenSpace) { - return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height); - } - if(Camera == null) { - Camera = this._game.camera; - } - var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); - this.getScreenXY(this._point, Camera); - return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); - }; - GameObject.prototype.overlapsAt = /** - * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup? - * 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! - * - * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here. - * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here. - * @param ObjectOrGroup The object or group being tested. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the two objects overlap. - */ - function (X, Y, ObjectOrGroup, InScreenSpace, Camera) { - if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } - if (typeof Camera === "undefined") { Camera = null; } - if(ObjectOrGroup.isGroup) { - var results = false; - var basic; - var i = 0; - var members = ObjectOrGroup.members; - while(i < length) { - if(this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) { - results = true; - } - } - return results; - } - /* - if (typeof ObjectOrGroup === 'FlxTilemap') - { - //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; - return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera); - } - */ - //var object: GameObject = ObjectOrGroup; - if(!InScreenSpace) { - return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height); - } - if(Camera == null) { - Camera = this._game.camera; - } - var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); - this._point.x = X - Camera.scroll.x * this.scrollFactor.x//copied from getScreenXY() - ; - this._point.y = Y - Camera.scroll.y * this.scrollFactor.y; - this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001; - this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001; - return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); - }; - GameObject.prototype.overlapsPoint = /** - * Checks to see if a ponumber in 2D world space overlaps this GameObject object. - * - * @param Point The ponumber in world space you want to check. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the ponumber overlaps this object. - */ - function (point, InScreenSpace, Camera) { - if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } - if (typeof Camera === "undefined") { Camera = null; } - if(!InScreenSpace) { - return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height); - } - if(Camera == null) { - Camera = this._game.camera; - } - var X = point.x - Camera.scroll.x; - var Y = point.y - Camera.scroll.y; - this.getScreenXY(this._point, Camera); - return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height); - }; - GameObject.prototype.onScreen = /** - * Check and see if this object is currently on screen. - * - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether the object is on screen or not. - */ - function (Camera) { - if (typeof Camera === "undefined") { Camera = null; } - if(Camera == null) { - Camera = this._game.camera; - } - this.getScreenXY(this._point, Camera); - return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height); - }; - GameObject.prototype.getScreenXY = /** - * Call this to figure out the on-screen position of the object. - * - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it. - * - * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. - */ - function (point, Camera) { - if (typeof point === "undefined") { point = null; } - if (typeof Camera === "undefined") { Camera = null; } - if(point == null) { - point = new Point(); - } - if(Camera == null) { - Camera = this._game.camera; - } - point.x = this.x - Camera.scroll.x * this.scrollFactor.x; - point.y = this.y - Camera.scroll.y * this.scrollFactor.y; - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - return point; - }; - Object.defineProperty(GameObject.prototype, "solid", { - get: /** - * Whether the object collides or not. For more control over what directions - * the object will collide from, use collision constants (like LEFT, FLOOR, etc) - * to set the value of allowCollisions directly. - */ - function () { - return (this.allowCollisions & GameObject.ANY) > GameObject.NONE; - }, - set: /** - * @private - */ - function (Solid) { - if(Solid) { - this.allowCollisions = GameObject.ANY; - } else { - this.allowCollisions = GameObject.NONE; - } - }, - enumerable: true, - configurable: true - }); - GameObject.prototype.getMidpoint = /** - * Retrieve the midponumber of this object in world coordinates. - * - * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created. - * - * @return A Point object containing the midponumber of this object in world coordinates. - */ - function (point) { - if (typeof point === "undefined") { point = null; } - if(point == null) { - point = new Point(); - } - point.x = this.x + this.width * 0.5; - point.y = this.y + this.height * 0.5; - return point; - }; - GameObject.prototype.reset = /** - * Handy for reviving game objects. - * Resets their existence flags and position. - * - * @param X The new X position of this object. - * @param Y The new Y position of this object. - */ - function (X, Y) { - this.revive(); - this.touching = GameObject.NONE; - this.wasTouching = GameObject.NONE; - this.x = X; - this.y = Y; - this.last.x = X; - this.last.y = Y; - this.velocity.x = 0; - this.velocity.y = 0; - }; - GameObject.prototype.isTouching = /** - * Handy for checking if this object is touching a particular surface. - * For slightly better performance you can just & the value directly numbero touching. - * However, this method is good for readability and accessibility. - * - * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). - * - * @return Whether the object is touching an object in (any of) the specified direction(s) this frame. - */ - function (Direction) { - return (this.touching & Direction) > GameObject.NONE; - }; - GameObject.prototype.justTouched = /** - * Handy for checking if this object is just landed on a particular surface. - * - * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). - * - * @return Whether the object just landed on (any of) the specified surface(s) this frame. - */ - function (Direction) { - return ((this.touching & Direction) > GameObject.NONE) && ((this.wasTouching & Direction) <= GameObject.NONE); - }; - GameObject.prototype.hurt = /** - * Reduces the "health" variable of this sprite by the amount specified in Damage. - * Calls kill() if health drops to or below zero. - * - * @param Damage How much health to take away (use a negative number to give a health bonus). - */ - function (Damage) { - this.health = this.health - Damage; - if(this.health <= 0) { - this.kill(); - } - }; - GameObject.prototype.destroy = function () { - }; - Object.defineProperty(GameObject.prototype, "x", { - get: function () { - return this.bounds.x; - }, - set: function (value) { - this.bounds.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "y", { - get: function () { - return this.bounds.y; - }, - set: function (value) { - this.bounds.y = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "rotation", { - get: function () { - return this._angle; - }, - set: function (value) { - this._angle = this._game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "angle", { - get: function () { - return this._angle; - }, - set: function (value) { - this._angle = this._game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - return GameObject; -})(Basic); -/// -/// -/// -/// -/// -/// -/// -var Sprite = (function (_super) { - __extends(Sprite, _super); - function Sprite(game, x, y, key) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof key === "undefined") { key = null; } - _super.call(this, game, x, y); - this._dynamicTexture = false; - // local rendering related temp vars to help avoid gc spikes - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._texture = null; - this.animations = new Animations(this._game, this); - if(key !== null) { - this.loadGraphic(key); - } else { - this.bounds.width = 16; - this.bounds.height = 16; - } - } - Sprite.prototype.loadGraphic = function (key) { - if(this._game.cache.getImage(key) !== null) { - if(this._game.cache.isSpriteSheet(key) == false) { - this._texture = this._game.cache.getImage(key); - this.bounds.width = this._texture.width; - this.bounds.height = this._texture.height; - } else { - this._texture = this._game.cache.getImage(key); - this.animations.loadFrameData(this._game.cache.getFrameData(key)); - } - this._dynamicTexture = false; - } - return this; - }; - Sprite.prototype.loadDynamicTexture = function (texture) { - this._texture = texture; - this.bounds.width = this._texture.width; - this.bounds.height = this._texture.height; - this._dynamicTexture = true; - return this; - }; - Sprite.prototype.makeGraphic = function (width, height, color) { - if (typeof color === "undefined") { color = 0xffffffff; } - this._texture = null; - this.width = width; - this.height = height; - this._dynamicTexture = false; - return this; - }; - Sprite.prototype.inCamera = function (camera) { - if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { - this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); - this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); - this._dw = this.bounds.width * this.scale.x; - this._dh = this.bounds.height * this.scale.y; - return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); - } else { - return camera.overlap(this.bounds); - } - }; - Sprite.prototype.postUpdate = function () { - this.animations.update(); - _super.prototype.postUpdate.call(this); - }; - Object.defineProperty(Sprite.prototype, "frame", { - get: function () { - return this.animations.frame; - }, - set: function (value) { - this.animations.frame = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "frameName", { - get: function () { - return this.animations.frameName; - }, - set: function (value) { - this.animations.frameName = value; - }, - enumerable: true, - configurable: true - }); - Sprite.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - // Render checks - if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) { - return false; - } - // Alpha - if(this.alpha !== 1) { - var globalAlpha = this._game.stage.context.globalAlpha; - this._game.stage.context.globalAlpha = this.alpha; - } - //if (this.flip === true) - //{ - // this.context.save(); - // this.context.translate(game.canvas.width, 0); - // this.context.scale(-1, 1); - //} - this._sx = 0; - this._sy = 0; - this._sw = this.bounds.width; - this._sh = this.bounds.height; - this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); - this._dw = this.bounds.width * this.scale.x; - this._dh = this.bounds.height * this.scale.y; - if(this._dynamicTexture == false && this.animations.currentFrame !== null) { - this._sx = this.animations.currentFrame.x; - this._sy = this.animations.currentFrame.y; - if(this.animations.currentFrame.trimmed) { - this._dx += this.animations.currentFrame.spriteSourceSizeX; - this._dy += this.animations.currentFrame.spriteSourceSizeY; - } - } - // Apply camera difference - if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { - this._dx -= (camera.worldView.x * this.scrollFactor.x); - this._dy -= (camera.worldView.y * this.scrollFactor.y); - } - // Rotation - if(this.angle !== 0) { - this._game.stage.context.save(); - 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); - } - this._sx = Math.round(this._sx); - this._sy = Math.round(this._sy); - this._sw = Math.round(this._sw); - this._sh = Math.round(this._sh); - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); - // Debug test - //this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)'; - //this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); - if(this._texture != null) { - if(this._dynamicTexture) { - this._game.stage.context.drawImage(this._texture.canvas, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } else { - this._game.stage.context.drawImage(this._texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - } else { - this._game.stage.context.fillStyle = 'rgb(255,255,255)'; - this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); - } - //if (this.flip === true || this.rotation !== 0) - if(this.rotation !== 0) { - this._game.stage.context.translate(0, 0); - this._game.stage.context.restore(); - } - if(globalAlpha > -1) { - this._game.stage.context.globalAlpha = globalAlpha; - } - return true; - }; - Sprite.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); - this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); - this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); - this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); - }; - return Sprite; -})(GameObject); -/// -/// -/** -* This is an organizational class that can update and render a bunch of Basics. -* NOTE: Although Group extends Basic, it will not automatically -* add itself to the global collisions quad tree, it will only add its members. -* -* @author Adam Atomic -* @author Richard Davey -*/ -var Group = (function (_super) { - __extends(Group, _super); - function Group(game, MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - _super.call(this, game); - this.isGroup = true; - this.members = []; - this.length = 0; - this._maxSize = MaxSize; - this._marker = 0; - this._sortIndex = null; - } - Group.ASCENDING = -1; - Group.DESCENDING = 1; - Group.prototype.destroy = /** - * Override this function to handle any deleting or "shutdown" type operations you might need, - * such as removing traditional Flash children like Basic objects. - */ - function () { - if(this.members != null) { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - basic.destroy(); - } - } - this.members.length = 0; - } - this._sortIndex = null; - }; - Group.prototype.update = /** - * Automatically goes through and calls update on everything you added. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.active) { - basic.preUpdate(); - basic.update(); - basic.postUpdate(); - } - } - }; - Group.prototype.render = /** - * Automatically goes through and calls render on everything you added. - */ - function (camera, cameraOffsetX, cameraOffsetY) { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.visible) { - basic.render(camera, cameraOffsetX, cameraOffsetY); - } - } - }; - Object.defineProperty(Group.prototype, "maxSize", { - get: /** - * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. - */ - function () { - return this._maxSize; - }, - set: /** - * @private - */ - function (Size) { - this._maxSize = Size; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) { - return; - } - //If the max size has shrunk, we need to get rid of some objects - var basic; - var i = this._maxSize; - var l = this.members.length; - while(i < l) { - basic = this.members[i++]; - if(basic != null) { - basic.destroy(); - } - } - this.length = this.members.length = this._maxSize; - }, - enumerable: true, - configurable: true - }); - Group.prototype.add = /** - * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group. - * Group will try to replace a null member of the array first. - * Failing that, Group will add it to the end of the member array, - * assuming there is room for it, and doubling the size of the array if necessary. - * - *

WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!

- * - * @param Object The object you want to add to the group. - * - * @return The same Basic object that was passed in. - */ - function (Object) { - //Don't bother adding an object twice. - if(this.members.indexOf(Object) >= 0) { - return Object; - } - //First, look for a null entry where we can add the object. - var i = 0; - var l = this.members.length; - while(i < l) { - if(this.members[i] == null) { - this.members[i] = Object; - if(i >= this.length) { - this.length = i + 1; - } - return Object; - } - i++; - } - //Failing that, expand the array (if we can) and add the object. - if(this._maxSize > 0) { - if(this.members.length >= this._maxSize) { - return Object; - } else if(this.members.length * 2 <= this._maxSize) { - this.members.length *= 2; - } else { - this.members.length = this._maxSize; - } - } else { - this.members.length *= 2; - } - //If we made it this far, then we successfully grew the group, - //and we can go ahead and add the object at the first open slot. - this.members[i] = Object; - this.length = i + 1; - return Object; - }; - Group.prototype.recycle = /** - * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. - * - *

If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.

- * - *

If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.

- * - *

WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!

- * - * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @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;). - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } else { - basic = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return basic; - } - } else { - basic = this.getFirstAvailable(ObjectClass); - if(basic != null) { - return basic; - } - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } - }; - Group.prototype.remove = /** - * Removes an object from the group. - * - * @param Object The Basic you want to remove. - * @param Splice Whether the object should be cut from the array entirely or not. - * - * @return The removed object. - */ - function (Object, Splice) { - if (typeof Splice === "undefined") { Splice = false; } - var index = this.members.indexOf(Object); - if((index < 0) || (index >= this.members.length)) { - return null; - } - if(Splice) { - this.members.splice(index, 1); - this.length--; - } else { - this.members[index] = null; - } - return Object; - }; - Group.prototype.replace = /** - * Replaces an existing Basic with a new one. - * - * @param OldObject The object you want to replace. - * @param NewObject The new object you want to use instead. - * - * @return The new object. - */ - function (OldObject, NewObject) { - var index = this.members.indexOf(OldObject); - if((index < 0) || (index >= this.members.length)) { - return null; - } - this.members[index] = NewObject; - return NewObject; - }; - Group.prototype.sort = /** - * Call this function to sort the group according to a particular value and order. - * For example, to sort game objects for Zelda-style overlaps you might call - * myGroup.sort("y",Group.ASCENDING) at the bottom of your - * FlxState.update() override. To sort all existing objects after - * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). - * - * @param Index The string name of the member variable you want to sort on. Default value is "y". - * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. - */ - function (Index, Order) { - if (typeof Index === "undefined") { Index = "y"; } - if (typeof Order === "undefined") { Order = Group.ASCENDING; } - this._sortIndex = Index; - this._sortOrder = Order; - this.members.sort(this.sortHandler); - }; - Group.prototype.setAll = /** - * Go through and set the specified variable to the specified value on all members of the group. - * - * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". - * @param Value The value you want to assign to that variable. - * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. - */ - function (VariableName, Value, Recurse) { - if (typeof Recurse === "undefined") { Recurse = true; } - var basic; - var i = 0; - while(i < length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic['setAll'](VariableName, Value, Recurse); - } else { - basic[VariableName] = Value; - } - } - } - }; - Group.prototype.callAll = /** - * Go through and call the specified function on all members of the group. - * Currently only works on functions that have no required parameters. - * - * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". - * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. - */ - function (FunctionName, Recurse) { - if (typeof Recurse === "undefined") { Recurse = true; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic['callAll'](FunctionName, Recurse); - } else { - basic[FunctionName](); - } - } - } - }; - Group.prototype.forEach = function (callback, Recurse) { - if (typeof Recurse === "undefined") { Recurse = false; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic.forEach(callback, true); - } else { - callback.call(this, basic); - } - } - } - }; - Group.prototype.getFirstAvailable = /** - * Call this function to retrieve the first object with exists == false in the group. - * This is handy for recycling in general, e.g. respawning enemies. - * - * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class. - * - * @return A Basic currently flagged as not existing. - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstNull = /** - * Call this function to retrieve the first index set to 'null'. - * Returns -1 if no index stores a null object. - * - * @return An int indicating the first null slot in the group. - */ - function () { - var basic; - var i = 0; - var l = this.members.length; - while(i < l) { - if(this.members[i] == null) { - return i; - } else { - i++; - } - } - return -1; - }; - Group.prototype.getFirstExtant = /** - * Call this function to retrieve the first object with exists == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as existing. - */ - function () { - var basic; - var i = 0; - while(i < length) { - basic = this.members[i++]; - if((basic != null) && basic.exists) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstAlive = /** - * Call this function to retrieve the first object with dead == false in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as not dead. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.alive) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstDead = /** - * Call this function to retrieve the first object with dead == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as dead. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && !basic.alive) { - return basic; - } - } - return null; - }; - Group.prototype.countLiving = /** - * Call this function to find out how many members of the group are not dead. - * - * @return The number of Basics flagged as not dead. Returns -1 if group is empty. - */ - function () { - var count = -1; - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(count < 0) { - count = 0; - } - if(basic.exists && basic.alive) { - count++; - } - } - } - return count; - }; - Group.prototype.countDead = /** - * Call this function to find out how many members of the group are dead. - * - * @return The number of Basics flagged as dead. Returns -1 if group is empty. - */ - function () { - var count = -1; - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(count < 0) { - count = 0; - } - if(!basic.alive) { - count++; - } - } - } - return count; - }; - Group.prototype.getRandom = /** - * Returns a member at random from the group. - * - * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param Length Optional restriction on the number of values you want to randomly select from. - * - * @return A Basic from the members list. - */ - function (StartIndex, Length) { - if (typeof StartIndex === "undefined") { StartIndex = 0; } - if (typeof Length === "undefined") { Length = 0; } - if(Length == 0) { - Length = this.length; - } - return this._game.math.getRandom(this.members, StartIndex, Length); - }; - Group.prototype.clear = /** - * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list. - * WARNING: does not destroy() or kill() any of these objects! - */ - function () { - this.length = this.members.length = 0; - }; - Group.prototype.kill = /** - * Calls kill on the group's members and then on the group itself. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists) { - basic.kill(); - } - } - }; - Group.prototype.sortHandler = /** - * Helper function for the sort process. - * - * @param Obj1 The first object being sorted. - * @param Obj2 The second object being sorted. - * - * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). - */ - function (Obj1, Obj2) { - if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) { - return this._sortOrder; - } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) { - return -this._sortOrder; - } - return 0; - }; - return Group; -})(Basic); -/// -/** -* This is a simple particle class that extends the default behavior -* of Sprite to have slightly more specialized behavior -* common to many game scenarios. You can override and extend this class -* just like you would Sprite. While Emitter -* used to work with just any old sprite, it now requires a -* Particle based class. -* -* @author Adam Atomic -* @author Richard Davey -*/ -var Particle = (function (_super) { - __extends(Particle, _super); - /** - * Instantiate a new particle. Like Sprite, all meaningful creation - * happens during loadGraphic() or makeGraphic() or whatever. - */ - function Particle(game) { - _super.call(this, game); - this.lifespan = 0; - this.friction = 500; - } - Particle.prototype.update = /** - * The particle's main update logic. Basically it checks to see if it should - * be dead yet, and then has some special bounce behavior if there is some gravity on it. - */ - function () { - //lifespan behavior - if(this.lifespan <= 0) { - return; - } - this.lifespan -= this._game.time.elapsed; - if(this.lifespan <= 0) { - this.kill(); - } - //simpler bounce/spin behavior for now - if(this.touching) { - if(this.angularVelocity != 0) { - this.angularVelocity = -this.angularVelocity; - } - } - if(this.acceleration.y > 0)//special behavior for particles with gravity - { - if(this.touching & GameObject.FLOOR) { - this.drag.x = this.friction; - if(!(this.wasTouching & GameObject.FLOOR)) { - if(this.velocity.y < -this.elasticity * 10) { - if(this.angularVelocity != 0) { - this.angularVelocity *= -this.elasticity; - } - } else { - this.velocity.y = 0; - this.angularVelocity = 0; - } - } - } else { - this.drag.x = 0; - } - } - }; - Particle.prototype.onEmit = /** - * Triggered whenever this object is launched by a Emitter. - * You can override this to add custom behavior like a sound or AI or something. - */ - function () { - }; - return Particle; -})(Sprite); -/// -/// -/// -/** -* Emitter is a lightweight particle emitter. -* It can be used for one-time explosions or for -* continuous fx like rain and fire. Emitter -* is not optimized or anything; all it does is launch -* Particle objects out at set intervals -* by setting their positions and velocities accordingly. -* It is easy to use and relatively efficient, -* relying on Group's RECYCLE POWERS. -* -* @author Adam Atomic -* @author Richard Davey -*/ -var Emitter = (function (_super) { - __extends(Emitter, _super); - /** - * Creates a new FlxEmitter object at a specific position. - * Does NOT automatically generate or attach particles! - * - * @param X The X position of the emitter. - * @param Y The Y position of the emitter. - * @param Size Optional, specifies a maximum capacity for this emitter. - */ - function Emitter(game, X, Y, Size) { - if (typeof X === "undefined") { X = 0; } - if (typeof Y === "undefined") { Y = 0; } - if (typeof Size === "undefined") { Size = 0; } - _super.call(this, game, Size); - this.x = X; - this.y = Y; - this.width = 0; - this.height = 0; - this.minParticleSpeed = new Point(-100, -100); - this.maxParticleSpeed = new Point(100, 100); - this.minRotation = -360; - this.maxRotation = 360; - this.gravity = 0; - this.particleClass = null; - this.particleDrag = new Point(); - this.frequency = 0.1; - this.lifespan = 3; - this.bounce = 0; - this._quantity = 0; - this._counter = 0; - this._explode = true; - this.on = false; - this._point = new Point(); - } - Emitter.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.minParticleSpeed = null; - this.maxParticleSpeed = null; - this.particleDrag = null; - this.particleClass = null; - this._point = null; - _super.prototype.destroy.call(this); - }; - Emitter.prototype.makeParticles = /** - * 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 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). - */ - function (Graphics, Quantity, BakedRotations, Multiple, Collide) { - if (typeof Quantity === "undefined") { Quantity = 50; } - if (typeof BakedRotations === "undefined") { BakedRotations = 16; } - if (typeof Multiple === "undefined") { Multiple = false; } - if (typeof Collide === "undefined") { Collide = 0.8; } - this.maxSize = Quantity; - var totalFrames = 1; - /* - if(Multiple) - { - var sprite:Sprite = new Sprite(this._game); - sprite.loadGraphic(Graphics,true); - totalFrames = sprite.frames; - sprite.destroy(); - } - */ - var randomFrame; - var particle; - var i = 0; - while(i < Quantity) { - if(this.particleClass == null) { - particle = new Particle(this._game); - } else { - particle = new this.particleClass(this._game); - } - if(Multiple) { - /* - randomFrame = this._game.math.random()*totalFrames; - if(BakedRotations > 0) - particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame); - else - { - particle.loadGraphic(Graphics,true); - particle.frame = randomFrame; - } - */ - } else { - /* - if (BakedRotations > 0) - particle.loadRotatedGraphic(Graphics,BakedRotations); - else - particle.loadGraphic(Graphics); - */ - if(Graphics) { - particle.loadGraphic(Graphics); - } - } - if(Collide > 0) { - particle.width *= Collide; - particle.height *= Collide; - //particle.centerOffsets(); - } else { - particle.allowCollisions = GameObject.NONE; - } - particle.exists = false; - this.add(particle); - i++; - } - return this; - }; - Emitter.prototype.update = /** - * Called automatically by the game loop, decides when to launch particles and when to "die". - */ - function () { - if(this.on) { - if(this._explode) { - this.on = false; - var i = 0; - var l = this._quantity; - if((l <= 0) || (l > this.length)) { - l = this.length; - } - while(i < l) { - this.emitParticle(); - i++; - } - this._quantity = 0; - } else { - this._timer += this._game.time.elapsed; - while((this.frequency > 0) && (this._timer > this.frequency) && this.on) { - this._timer -= this.frequency; - this.emitParticle(); - if((this._quantity > 0) && (++this._counter >= this._quantity)) { - this.on = false; - this._quantity = 0; - } - } - } - } - _super.prototype.update.call(this); - }; - Emitter.prototype.kill = /** - * Call this function to turn off all the particles and the emitter. - */ - function () { - this.on = false; - _super.prototype.kill.call(this); - }; - Emitter.prototype.start = /** - * Call this function to start emitting particles. - * - * @param Explode Whether the particles should all burst out at once. - * @param Lifespan How long each particle lives once emitted. 0 = forever. - * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds. - * @param Quantity How many particles to launch. 0 = "all of the particles". - */ - function (Explode, Lifespan, Frequency, Quantity) { - if (typeof Explode === "undefined") { Explode = true; } - if (typeof Lifespan === "undefined") { Lifespan = 0; } - if (typeof Frequency === "undefined") { Frequency = 0.1; } - if (typeof Quantity === "undefined") { Quantity = 0; } - this.revive(); - this.visible = true; - this.on = true; - this._explode = Explode; - this.lifespan = Lifespan; - this.frequency = Frequency; - this._quantity += Quantity; - this._counter = 0; - this._timer = 0; - }; - Emitter.prototype.emitParticle = /** - * This function can be used both internally and externally to emit the next particle. - */ - function () { - var particle = this.recycle(Particle); - particle.lifespan = this.lifespan; - particle.elasticity = this.bounce; - particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height); - particle.visible = true; - if(this.minParticleSpeed.x != this.maxParticleSpeed.x) { - particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x); - } else { - particle.velocity.x = this.minParticleSpeed.x; - } - if(this.minParticleSpeed.y != this.maxParticleSpeed.y) { - particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y); - } else { - particle.velocity.y = this.minParticleSpeed.y; - } - particle.acceleration.y = this.gravity; - if(this.minRotation != this.maxRotation) { - particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation); - } else { - particle.angularVelocity = this.minRotation; - } - if(particle.angularVelocity != 0) { - particle.angle = this._game.math.random() * 360 - 180; - } - particle.drag.x = this.particleDrag.x; - particle.drag.y = this.particleDrag.y; - particle.onEmit(); - }; - Emitter.prototype.setSize = /** - * A more compact way of setting the width and height of the emitter. - * - * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions). - * @param Height The desired height of the emitter. - */ - function (Width, Height) { - this.width = Width; - this.height = Height; - }; - Emitter.prototype.setXSpeed = /** - * A more compact way of setting the X velocity range of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - function (Min, Max) { - if (typeof Min === "undefined") { Min = 0; } - if (typeof Max === "undefined") { Max = 0; } - this.minParticleSpeed.x = Min; - this.maxParticleSpeed.x = Max; - }; - Emitter.prototype.setYSpeed = /** - * A more compact way of setting the Y velocity range of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - function (Min, Max) { - if (typeof Min === "undefined") { Min = 0; } - if (typeof Max === "undefined") { Max = 0; } - this.minParticleSpeed.y = Min; - this.maxParticleSpeed.y = Max; - }; - Emitter.prototype.setRotation = /** - * A more compact way of setting the angular velocity constraints of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - function (Min, Max) { - if (typeof Min === "undefined") { Min = 0; } - if (typeof Max === "undefined") { Max = 0; } - this.minRotation = Min; - this.maxRotation = Max; - }; - Emitter.prototype.at = /** - * Change the emitter's midpoint to match the midpoint of a FlxObject. - * - * @param Object The FlxObject that you want to sync up with. - */ - function (Object) { - Object.getMidpoint(this._point); - this.x = this._point.x - (this.width >> 1); - this.y = this._point.y - (this.height >> 1); - }; - return Emitter; -})(Group); -/// -var Loader = (function () { - function Loader(game, callback) { - this._game = game; - this._gameCreateComplete = callback; - this._keys = []; - this._fileList = { - }; - this._xhr = new XMLHttpRequest(); - } - Loader.prototype.checkKeyExists = function (key) { - if(this._fileList[key]) { - return true; - } else { - return false; - } - }; - Loader.prototype.addImageFile = function (key, url) { - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'image', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addSpriteSheet = function (key, url, frameWidth, frameHeight, frameMax) { - if (typeof frameMax === "undefined") { frameMax = -1; } - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'spritesheet', - key: key, - url: url, - data: null, - frameWidth: frameWidth, - frameHeight: frameHeight, - frameMax: frameMax, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addTextureAtlas = function (key, url, jsonURL, jsonData) { - if (typeof jsonURL === "undefined") { jsonURL = null; } - if (typeof jsonData === "undefined") { jsonData = null; } - //console.log('addTextureAtlas'); - //console.log(typeof jsonData); - if(this.checkKeyExists(key) === false) { - if(jsonURL !== null) { - //console.log('A URL to a json file has been given'); - // A URL to a json file has been given - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: url, - data: null, - jsonURL: jsonURL, - jsonData: null, - error: false, - loaded: false - }; - this._keys.push(key); - } else { - // A json string or object has been given - if(typeof jsonData === 'string') { - //console.log('A json string has been given'); - var data = JSON.parse(jsonData); - //console.log(data); - // Malformed? - if(data['frames']) { - //console.log('frames array found'); - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: url, - data: null, - jsonURL: null, - jsonData: data['frames'], - error: false, - loaded: false - }; - this._keys.push(key); - } - } else { - //console.log('A json object has been given', jsonData); - // Malformed? - if(jsonData['frames']) { - //console.log('frames array found'); - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: url, - data: null, - jsonURL: null, - jsonData: jsonData['frames'], - error: false, - loaded: false - }; - this._keys.push(key); - } - } - } - } - }; - Loader.prototype.addAudioFile = function (key, url) { - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'audio', - key: key, - url: url, - data: null, - buffer: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addTextFile = function (key, url) { - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'text', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.removeFile = function (key) { - delete this._fileList[key]; - }; - Loader.prototype.removeAll = function () { - this._fileList = { - }; - }; - Loader.prototype.load = function (onFileLoadCallback, onCompleteCallback) { - if (typeof onFileLoadCallback === "undefined") { onFileLoadCallback = null; } - if (typeof onCompleteCallback === "undefined") { onCompleteCallback = null; } - this.progress = 0; - this.hasLoaded = false; - this._onComplete = onCompleteCallback; - if(onCompleteCallback == null) { - this._onComplete = this._game.onCreateCallback; - } - this._onFileLoad = onFileLoadCallback; - if(this._keys.length > 0) { - this._progressChunk = 100 / this._keys.length; - this.loadFile(); - } else { - this.progress = 1; - this.hasLoaded = true; - this._gameCreateComplete.call(this._game); - if(this._onComplete !== null) { - this._onComplete.call(this._game.callbackContext); - } - } - }; - Loader.prototype.loadFile = function () { - var _this = this; - var file = this._fileList[this._keys.pop()]; - // Image or Data? - switch(file.type) { - case 'image': - case 'spritesheet': - case 'textureatlas': - file.data = new Image(); - file.data.name = file.key; - file.data.onload = function () { - return _this.fileComplete(file.key); - }; - file.data.onerror = function () { - return _this.fileError(file.key); - }; - file.data.src = file.url; - break; - case 'audio': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "arraybuffer"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - case 'text': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "text"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - } - }; - Loader.prototype.fileError = function (key) { - this._fileList[key].loaded = true; - this._fileList[key].error = true; - this.nextFile(key, false); - }; - Loader.prototype.fileComplete = function (key) { - var _this = this; - this._fileList[key].loaded = true; - var file = this._fileList[key]; - var loadNext = true; - switch(file.type) { - case 'image': - this._game.cache.addImage(file.key, file.url, file.data); - break; - case 'spritesheet': - this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); - break; - case 'textureatlas': - //console.log('texture atlas loaded'); - if(file.jsonURL == null) { - this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData); - } else { - // Load the JSON before carrying on with the next file - //console.log('Loading the JSON before carrying on with the next file'); - loadNext = false; - this._xhr.open("GET", file.jsonURL, true); - this._xhr.responseType = "text"; - this._xhr.onload = function () { - return _this.jsonLoadComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.jsonLoadError(file.key); - }; - this._xhr.send(); - } - break; - case 'audio': - file.data = this._xhr.response; - this._game.cache.addSound(file.key, file.url, file.data); - break; - case 'text': - file.data = this._xhr.response; - this._game.cache.addText(file.key, file.url, file.data); - break; - } - if(loadNext) { - this.nextFile(key, true); - } - }; - Loader.prototype.jsonLoadComplete = function (key) { - //console.log('json load complete'); - var data = JSON.parse(this._xhr.response); - //console.log(data); - // Malformed? - if(data['frames']) { - var file = this._fileList[key]; - this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']); - } - this.nextFile(key, true); - }; - Loader.prototype.jsonLoadError = function (key) { - //console.log('json load error'); - var file = this._fileList[key]; - file.error = true; - this.nextFile(key, true); - }; - Loader.prototype.nextFile = function (previousKey, success) { - this.progress = Math.round(this.progress + this._progressChunk); - if(this._onFileLoad) { - this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); - } - if(this._keys.length > 0) { - this.loadFile(); - } else { - this.hasLoaded = true; - this.removeAll(); - this._gameCreateComplete.call(this._game); - if(this._onComplete !== null) { - this._onComplete.call(this._game.callbackContext); - } - } - }; - return Loader; -})(); -var SoundManager = (function () { - function SoundManager(game) { - this._context = null; - this._game = game; - if(game.device.webaudio == true) { - if(!!window['AudioContext']) { - this._context = new window['AudioContext'](); - } else if(!!window['webkitAudioContext']) { - this._context = new window['webkitAudioContext'](); - } - if(this._context !== null) { - this._gainNode = this._context.createGainNode(); - this._gainNode.connect(this._context.destination); - this._volume = 1; - } - } - } - SoundManager.prototype.mute = function () { - this._gainNode.gain.value = 0; - }; - SoundManager.prototype.unmute = function () { - this._gainNode.gain.value = this._volume; - }; - Object.defineProperty(SoundManager.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - this._gainNode.gain.value = this._volume; - }, - enumerable: true, - configurable: true - }); - SoundManager.prototype.decode = function (key, callback, sound) { - if (typeof callback === "undefined") { callback = null; } - if (typeof sound === "undefined") { sound = null; } - var soundData = this._game.cache.getSound(key); - if(soundData) { - if(this._game.cache.isSoundDecoded(key) === false) { - var that = this; - this._context.decodeAudioData(soundData, function (buffer) { - that._game.cache.decodedSound(key, buffer); - if(sound) { - sound.setDecodedBuffer(buffer); - } - callback(); - }); - } - } - }; - SoundManager.prototype.play = function (key, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - var _this = this; - if(this._context === null) { - return; - } - var soundData = this._game.cache.getSound(key); - if(soundData) { - // Does the sound need decoding? - if(this._game.cache.isSoundDecoded(key) === true) { - return new Sound(this._context, this._gainNode, soundData, volume, loop); - } else { - var tempSound = new Sound(this._context, this._gainNode, null, volume, loop); - // this is an async process, so we can return the Sound object anyway, it just won't be playing yet - this.decode(key, function () { - return _this.play(key); - }, tempSound); - return tempSound; - } - } - }; - return SoundManager; -})(); -var Sound = (function () { - function Sound(context, gainNode, data, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.loop = false; - this.isPlaying = false; - this.isDecoding = false; - this._context = context; - this._gainNode = gainNode; - this._buffer = data; - this._volume = volume; - this.loop = loop; - // Local volume control - if(this._context !== null) { - this._localGainNode = this._context.createGainNode(); - this._localGainNode.connect(this._gainNode); - this._localGainNode.gain.value = this._volume; - } - if(this._buffer === null) { - this.isDecoding = true; - } else { - this.play(); - } - } - Sound.prototype.setDecodedBuffer = function (data) { - this._buffer = data; - this.isDecoding = false; - this.play(); - }; - Sound.prototype.play = function () { - if(this._buffer === null || this.isDecoding === true) { - return; - } - this._sound = this._context.createBufferSource(); - this._sound.buffer = this._buffer; - this._sound.connect(this._localGainNode); - if(this.loop) { - this._sound.loop = true; - } - this._sound.noteOn(0)// the zero is vitally important, crashes iOS6 without it - ; - this.duration = this._sound.buffer.duration; - this.isPlaying = true; - }; - Sound.prototype.stop = function () { - if(this.isPlaying === true) { - this.isPlaying = false; - this._sound.noteOff(0); - } - }; - Sound.prototype.mute = function () { - this._localGainNode.gain.value = 0; - }; - Sound.prototype.unmute = function () { - this._localGainNode.gain.value = this._volume; - }; - Object.defineProperty(Sound.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - this._localGainNode.gain.value = this._volume; - }, - enumerable: true, - configurable: true - }); - return Sound; -})(); -/// -/* -* Based on code from Viewporter v2.0 -* http://github.com/zynga/viewporter -* -* Copyright 2011, Zynga Inc. -* Licensed under the MIT License. -* https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt -*/ -var StageScaleMode = (function () { - function StageScaleMode(game) { - var _this = this; - this._startHeight = 0; - this.width = 0; - this.height = 0; - this._game = game; - this.orientation = window['orientation']; - window.addEventListener('orientationchange', function (event) { - return _this.checkOrientation(event); - }, false); - } - StageScaleMode.EXACT_FIT = 0; - StageScaleMode.NO_SCALE = 1; - StageScaleMode.SHOW_ALL = 2; - StageScaleMode.prototype.update = function () { - if(this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { - this.refresh(); - } - }; - Object.defineProperty(StageScaleMode.prototype, "isLandscape", { - get: function () { - return window['orientation'] === 90 || window['orientation'] === -90; - }, - enumerable: true, - configurable: true - }); - StageScaleMode.prototype.checkOrientation = function (event) { - if(window['orientation'] !== this.orientation) { - this.refresh(); - this.orientation = window['orientation']; - } - }; - StageScaleMode.prototype.refresh = function () { - var _this = this; - // We can't do anything about the status bars in iPads, web apps or desktops - if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { - document.documentElement.style.minHeight = '5000px'; - this._startHeight = window.innerHeight; - if(this._game.device.android && this._game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - if(this._check == null) { - this._iterations = 40; - this._check = window.setInterval(function () { - return _this.setScreenSize(); - }, 10); - } - }; - StageScaleMode.prototype.setScreenSize = function () { - if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { - if(this._game.device.android && this._game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - this._iterations--; - if(window.innerHeight > this._startHeight || this._iterations < 0) { - // Set minimum height of content to new window height - document.documentElement.style.minHeight = window.innerHeight + 'px'; - if(this._game.stage.scaleMode == StageScaleMode.EXACT_FIT) { - if(this._game.stage.maxScaleX && window.innerWidth > this._game.stage.maxScaleX) { - this.width = this._game.stage.maxScaleX; - } else { - this.width = window.innerWidth; - } - if(this._game.stage.maxScaleY && window.innerHeight > this._game.stage.maxScaleY) { - this.height = this._game.stage.maxScaleY; - } else { - this.height = window.innerHeight; - } - } else if(this._game.stage.scaleMode == StageScaleMode.SHOW_ALL) { - var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); - this.width = Math.round(this._game.stage.width * multiplier); - this.height = Math.round(this._game.stage.height * multiplier); - if(this._game.stage.maxScaleX && this.width > this._game.stage.maxScaleX) { - this.width = this._game.stage.maxScaleX; - } - if(this._game.stage.maxScaleY && this.height > this._game.stage.maxScaleY) { - this.height = this._game.stage.maxScaleY; - } - } - this._game.stage.canvas.style.width = this.width + 'px'; - this._game.stage.canvas.style.height = this.height + 'px'; - this._game.input.scaleX = this._game.stage.width / this.width; - this._game.input.scaleY = this._game.stage.height / this.height; - clearInterval(this._check); - this._check = null; - } - }; - return StageScaleMode; -})(); -/// -/// -/// -/// -var Stage = (function () { - function Stage(game, parent, width, height) { - var _this = this; - this.clear = true; - this.minScaleX = null; - this.maxScaleX = null; - this.minScaleY = null; - this.maxScaleY = null; - this._logo = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAO1JREFUeNpi/P//PwM6YGRkxBQEAqBaRnQxFmwa10d6MAjrMqMofHv5L1we2SBGmAtAktg0ogOQQYHLd8ANYYFpPtTmzUAMAFmwnsEDrAdkCAvMZlIAsiFMMAEYsKvaSrQhIMCELkGsV2AAbIC8gCQYgwKIUABiNYBf9yoYH7n7n6CzN274g2IYEyFbsNmKLIaSkHpP7WSwUfbA0ASzFQRslBlxp0RcAF0TRhggA3zhAJIDpUKU5A9KyshpHDkjFZu5g2nJMFcwXVJSgqIGnBKx5bKenh4w/XzVbgbPtlIUcVgSxuoCUgHIIIAAAwArtXwJBABO6QAAAABJRU5ErkJggg=="; - this._game = game; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - if(document.getElementById(parent)) { - document.getElementById(parent).appendChild(this.canvas); - document.getElementById(parent).style.overflow = 'hidden'; - } else { - document.body.appendChild(this.canvas); - } - this.context = this.canvas.getContext('2d'); - this.offset = this.getOffset(this.canvas); - this.bounds = new Rectangle(this.offset.x, this.offset.y, width, height); - this.aspectRatio = width / height; - this.scaleMode = StageScaleMode.NO_SCALE; - this.scale = new StageScaleMode(this._game); - //document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false); - //document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false); - window.onblur = function (event) { - return _this.visibilityChange(event); - }; - window.onfocus = function (event) { - return _this.visibilityChange(event); - }; - } - Stage.ORIENTATION_LANDSCAPE = 0; - Stage.ORIENTATION_PORTRAIT = 1; - Stage.prototype.update = function () { - this.scale.update(); - if(this.clear) { - // implement dirty rect? could take up more cpu time than it saves. needs benching. - this.context.clearRect(0, 0, this.width, this.height); - } - }; - Stage.prototype.renderDebugInfo = function () { - this.context.fillStyle = 'rgb(255,255,255)'; - this.context.fillText(Game.VERSION, 10, 20); - this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40); - this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60); - }; - Stage.prototype.visibilityChange = function (event) { - if(event.type == 'blur' && this._game.pause == false && this._game.isBooted == true) { - this._game.pause = true; - this.drawPauseScreen(); - } else if(event.type == 'focus') { - this._game.pause = false; - } - //if (document['hidden'] === true || document['webkitHidden'] === true) - }; - Stage.prototype.drawInitScreen = function () { - this.context.fillStyle = 'rgb(40, 40, 40)'; - this.context.fillRect(0, 0, this.width, this.height); - this.context.fillStyle = 'rgb(255,255,255)'; - this.context.font = 'bold 18px Arial'; - this.context.textBaseline = 'top'; - this.context.fillText(Game.VERSION, 54, 32); - this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 32, 64); - this.context.fillText('www.photonstorm.com', 32, 96); - this.context.font = '16px Arial'; - this.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 160); - this.context.fillText('functions in the Game constructor, or use Game.loadState()', 32, 184); - var image = new Image(); - var that = this; - image.onload = function () { - that.context.drawImage(image, 32, 32); - }; - image.src = this._logo; - }; - Stage.prototype.drawPauseScreen = function () { - this.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; - this.context.fillRect(0, 0, this.width, this.height); - // Draw a 'play' arrow - var arrowWidth = Math.round(this.width / 2); - var arrowHeight = Math.round(this.height / 2); - var sx = this.centerX - arrowWidth / 2; - var sy = this.centerY - arrowHeight / 2; - this.context.beginPath(); - this.context.moveTo(sx, sy); - this.context.lineTo(sx, sy + arrowHeight); - this.context.lineTo(sx + arrowWidth, this.centerY); - this.context.closePath(); - this.context.fillStyle = 'rgba(255, 255, 255, 0.8)'; - this.context.fill(); - }; - Stage.prototype.getOffset = function (element) { - var box = element.getBoundingClientRect(); - var clientTop = element.clientTop || document.body.clientTop || 0; - var clientLeft = element.clientLeft || document.body.clientLeft || 0; - var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; - var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; - return new Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); - }; - Object.defineProperty(Stage.prototype, "backgroundColor", { - get: function () { - return this._bgColor; - }, - set: function (color) { - this.canvas.style.backgroundColor = color; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "x", { - get: function () { - return this.bounds.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "y", { - get: function () { - return this.bounds.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - return Stage; -})(); -/// -var Time = (function () { - function Time(game) { - this.timeScale = 1.0; - this.elapsed = 0; - /** - * - * @property time - * @type Number - */ - this.time = 0; - /** - * - * @property now - * @type Number - */ - this.now = 0; - /** - * - * @property delta - * @type Number - */ - this.delta = 0; - this.fps = 0; - this.fpsMin = 1000; - this.fpsMax = 0; - this.msMin = 1000; - this.msMax = 0; - this.frames = 0; - this._timeLastSecond = 0; - this._started = Date.now(); - this._timeLastSecond = this._started; - this.time = this._started; - } - Object.defineProperty(Time.prototype, "totalElapsedSeconds", { - get: /** - * - * @method totalElapsedSeconds - * @return {Number} - */ - function () { - return (this.now - this._started) * 0.001; - }, - enumerable: true, - configurable: true - }); - Time.prototype.update = /** - * - * @method update - */ - function () { - // Can we use performance.now() ? - this.now = Date.now()// mark - ; - this.delta = this.now - this.time// elapsedMS - ; - this.msMin = Math.min(this.msMin, this.delta); - this.msMax = Math.max(this.msMax, this.delta); - this.frames++; - if(this.now > this._timeLastSecond + 1000) { - this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); - this.fpsMin = Math.min(this.fpsMin, this.fps); - this.fpsMax = Math.max(this.fpsMax, this.fps); - this._timeLastSecond = this.now; - this.frames = 0; - } - this.time = this.now// _total - ; - //// Lock the delta at 0.1 to minimise fps tunneling - //if (this.delta > 0.1) - //{ - // this.delta = 0.1; - //} - }; - Time.prototype.elapsedSince = /** - * - * @method elapsedSince - * @param {Number} since - * @return {Number} - */ - function (since) { - return this.now - since; - }; - Time.prototype.elapsedSecondsSince = /** - * - * @method elapsedSecondsSince - * @param {Number} since - * @return {Number} - */ - function (since) { - return (this.now - since) * 0.001; - }; - Time.prototype.reset = /** - * - * @method reset - */ - function () { - this._started = this.now; - }; - return Time; -})(); -/// -/// -/// -/// -/// -/** -* A Tilemap Buffer -* -* @author Richard Davey -*/ -var TilemapBuffer = (function () { - function TilemapBuffer(game, camera, tilemap, texture, tileOffsets) { - this._startX = 0; - this._maxX = 0; - this._startY = 0; - this._maxY = 0; - this._tx = 0; - this._ty = 0; - this._dx = 0; - this._dy = 0; - this._oldCameraX = 0; - this._oldCameraY = 0; - this._dirty = true; - //console.log('New TilemapBuffer created for Camera ' + camera.ID); - this._game = game; - this.camera = camera; - this._tilemap = tilemap; - this._texture = texture; - this._tileOffsets = tileOffsets; - //this.createCanvas(); - } - TilemapBuffer.prototype.createCanvas = function () { - this.canvas = document.createElement('canvas'); - this.canvas.width = this._game.stage.width; - this.canvas.height = this._game.stage.height; - this.context = this.canvas.getContext('2d'); - }; - TilemapBuffer.prototype.update = function () { - /* - if (this.camera.worldView.x !== this._oldCameraX || this.camera.worldView.y !== this._oldCameraY) - { - this._dirty = true; - } - - this._oldCameraX = this.camera.worldView.x; - this._oldCameraY = this.camera.worldView.y; - */ - }; - TilemapBuffer.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('TilemapBuffer', x, y); - this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14); - this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28); - this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42); - this._game.stage.context.fillText('Dirty: ' + this._dirty, x, y + 56); - }; - TilemapBuffer.prototype.render = function (dx, dy) { - /* - if (this._dirty == false) - { - this._game.stage.context.drawImage(this.canvas, 0, 0); - - return true; - } - */ - // Work out how many tiles we can fit into our camera and round it up for the edges - this._maxX = this._game.math.ceil(this.camera.width / this._tilemap.tileWidth) + 1; - this._maxY = this._game.math.ceil(this.camera.height / this._tilemap.tileHeight) + 1; - // And now work out where in the tilemap the camera actually is - this._startX = this._game.math.floor(this.camera.worldView.x / this._tilemap.tileWidth); - this._startY = this._game.math.floor(this.camera.worldView.y / this._tilemap.tileHeight); - // Tilemap bounds check - if(this._startX < 0) { - this._startX = 0; - } - if(this._startY < 0) { - this._startY = 0; - } - if(this._startX + this._maxX > this._tilemap.widthInTiles) { - this._startX = this._tilemap.widthInTiles - this._maxX; - } - if(this._startY + this._maxY > this._tilemap.heightInTiles) { - this._startY = this._tilemap.heightInTiles - this._maxY; - } - // Finally get the offset to avoid the blocky movement - this._dx = dx; - this._dy = dy; - this._dx += -(this.camera.worldView.x - (this._startX * this._tilemap.tileWidth)); - this._dy += -(this.camera.worldView.y - (this._startY * this._tilemap.tileHeight)); - this._tx = this._dx; - this._ty = this._dy; - for(var row = this._startY; row < this._startY + this._maxY; row++) { - this._columnData = this._tilemap.mapData[row]; - for(var tile = this._startX; tile < this._startX + this._maxX; tile++) { - if(this._tileOffsets[this._columnData[tile]]) { - //this.context.drawImage( - this._game.stage.context.drawImage(this._texture, // Source Image - this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image) - this._tileOffsets[this._columnData[tile]].y, // Source Y - this._tilemap.tileWidth, // Source Width - this._tilemap.tileHeight, // Source Height - this._tx, // Destination X (where on the canvas it'll be drawn) - this._ty, // Destination Y - this._tilemap.tileWidth, // Destination Width (always same as Source Width unless scaled) - this._tilemap.tileHeight); - // Destination Height (always same as Source Height unless scaled) - this._tx += this._tilemap.tileWidth; - } - } - this._tx = this._dx; - this._ty += this._tilemap.tileHeight; - } - //this._game.stage.context.drawImage(this.canvas, 0, 0); - //console.log('dirty cleaned'); - //this._dirty = false; - return true; - }; - return TilemapBuffer; -})(); -/// -/// -/// -/// -/// -var Tilemap = (function (_super) { - __extends(Tilemap, _super); - function Tilemap(game, key, mapData, format, tileWidth, tileHeight) { - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - _super.call(this, game); - this._dx = 0; - this._dy = 0; - this.widthInTiles = 0; - this.heightInTiles = 0; - this.widthInPixels = 0; - this.heightInPixels = 0; - // How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this) - // The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles) - this.tileBoundary = 10; - this._texture = this._game.cache.getImage(key); - this._tilemapBuffers = []; - this.isGroup = false; - this.tileWidth = tileWidth; - this.tileHeight = tileHeight; - this.boundsInTiles = new Rectangle(); - this.mapFormat = format; - switch(format) { - case Tilemap.FORMAT_CSV: - this.parseCSV(game.cache.getText(mapData)); - break; - case Tilemap.FORMAT_TILED_JSON: - this.parseTiledJSON(game.cache.getText(mapData)); - break; - } - this.parseTileOffsets(); - this.createTilemapBuffers(); - } - Tilemap.FORMAT_CSV = 0; - Tilemap.FORMAT_TILED_JSON = 1; - Tilemap.prototype.parseCSV = function (data) { - //console.log('parseMapData'); - this.mapData = []; - // Trim any rogue whitespace from the data - data = data.trim(); - var rows = data.split("\n"); - //console.log('rows', rows); - for(var i = 0; i < rows.length; i++) { - var column = rows[i].split(","); - //console.log('column', column); - var output = []; - if(column.length > 0) { - // Set the width based on the first row - if(this.widthInTiles == 0) { - // Maybe -1? - this.widthInTiles = column.length; - } - // We have a new row of tiles - this.heightInTiles++; - // Parse it - for(var c = 0; c < column.length; c++) { - output[c] = parseInt(column[c]); - } - this.mapData.push(output); - } - } - //console.log('final map array'); - //console.log(this.mapData); - if(this.widthInTiles > 0) { - this.widthInPixels = this.tileWidth * this.widthInTiles; - } - if(this.heightInTiles > 0) { - this.heightInPixels = this.tileHeight * this.heightInTiles; - } - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - }; - Tilemap.prototype.parseTiledJSON = function (data) { - console.log('parseTiledJSON'); - this.mapData = []; - // Trim any rogue whitespace from the data - data = data.trim(); - // We ought to change this soon, so we have layer support, but for now let's just get it working - var json = JSON.parse(data); - // Right now we assume no errors at all with the parsing (safe I know) - this.tileWidth = json.tilewidth; - this.tileHeight = json.tileheight; - // Parse the first layer only - this.widthInTiles = json.layers[0].width; - this.heightInTiles = json.layers[0].height; - this.widthInPixels = this.widthInTiles * this.tileWidth; - this.heightInPixels = this.heightInTiles * this.tileHeight; - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - console.log('width in tiles', this.widthInTiles); - console.log('height in tiles', this.heightInTiles); - console.log('width in px', this.widthInPixels); - console.log('height in px', this.heightInPixels); - // Now let's get the data - var c = 0; - var row; - for(var i = 0; i < json.layers[0].data.length; i++) { - if(c == 0) { - row = []; - } - row.push(json.layers[0].data[i]); - c++; - if(c == this.widthInTiles) { - this.mapData.push(row); - c = 0; - } - } - //console.log('mapData'); - //console.log(this.mapData); - }; - Tilemap.prototype.getMapSegment = function (area) { - }; - Tilemap.prototype.createTilemapBuffers = function () { - var cams = this._game.world.getAllCameras(); - for(var i = 0; i < cams.length; i++) { - this._tilemapBuffers[cams[i].ID] = new TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets); - } - }; - Tilemap.prototype.parseTileOffsets = function () { - this._tileOffsets = []; - var i = 0; - if(this.mapFormat == Tilemap.FORMAT_TILED_JSON) { - // For some reason Tiled counts from 1 not 0 - this._tileOffsets[0] = null; - i = 1; - } - for(var ty = 0; ty < this._texture.height; ty += this.tileHeight) { - for(var tx = 0; tx < this._texture.width; tx += this.tileWidth) { - this._tileOffsets[i] = { - x: tx, - y: ty - }; - i++; - } - } - }; - Tilemap.prototype.update = /* - // Use a Signal? - public addTilemapBuffers(camera:Camera) { - - console.log('added new camera to tilemap'); - this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets); - - } - */ - function () { - // Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer - this._tilemapBuffers[0].update(); - }; - Tilemap.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._tilemapBuffers[0].renderDebugInfo(x, y, color); - }; - Tilemap.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1) { - return false; - } - this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - if(this._tilemapBuffers[camera.ID]) { - //this._tilemapBuffers[camera.ID].render(this._dx, this._dy); - this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY); - } - return true; - }; - return Tilemap; -})(GameObject); -/// -/** -* A miniature linked list class. -* Useful for optimizing time-critical or highly repetitive tasks! -* See QuadTree for how to use it, IF YOU DARE. -*/ -var LinkedList = (function () { - /** - * Creates a new link, and sets object and next to null. - */ - function LinkedList() { - this.object = null; - this.next = null; - } - LinkedList.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.object = null; - if(this.next != null) { - this.next.destroy(); - } - this.next = null; - }; - return LinkedList; -})(); -/// -/// -/// -/** -* A fairly generic quad tree structure for rapid overlap checks. -* QuadTree is also configured for single or dual list operation. -* You can add items either to its A list or its B list. -* When you do an overlap check, you can compare the A list to itself, -* or the A list against the B list. Handy for different things! -*/ -var QuadTree = (function (_super) { - __extends(QuadTree, _super); - /** - * Instantiate a new Quad Tree node. - * - * @param X The X-coordinate of the point in space. - * @param Y The Y-coordinate of the point in space. - * @param Width Desired width of this node. - * @param Height Desired height of this node. - * @param Parent The parent branch or node. Pass null to create a root. - */ - function QuadTree(X, Y, Width, Height, Parent) { - if (typeof Parent === "undefined") { Parent = null; } - _super.call(this, X, Y, Width, Height); - //console.log('-------- QuadTree',X,Y,Width,Height); - this._headA = this._tailA = new LinkedList(); - this._headB = this._tailB = new LinkedList(); - //Copy the parent's children (if there are any) - if(Parent != null) { - //console.log('Parent not null'); - var iterator; - var ot; - if(Parent._headA.object != null) { - iterator = Parent._headA; - //console.log('iterator set to parent headA'); - while(iterator != null) { - if(this._tailA.object != null) { - ot = this._tailA; - this._tailA = new LinkedList(); - ot.next = this._tailA; - } - this._tailA.object = iterator.object; - iterator = iterator.next; - } - } - if(Parent._headB.object != null) { - iterator = Parent._headB; - //console.log('iterator set to parent headB'); - while(iterator != null) { - if(this._tailB.object != null) { - ot = this._tailB; - this._tailB = new LinkedList(); - ot.next = this._tailB; - } - this._tailB.object = iterator.object; - iterator = iterator.next; - } - } - } else { - QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); - } - this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); - //console.log('canSubdivided', this._canSubdivide); - //Set up comparison/sort helpers - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - this._leftEdge = this.x; - this._rightEdge = this.x + this.width; - this._halfWidth = this.width / 2; - this._midpointX = this._leftEdge + this._halfWidth; - this._topEdge = this.y; - this._bottomEdge = this.y + this.height; - this._halfHeight = this.height / 2; - this._midpointY = this._topEdge + this._halfHeight; - } - QuadTree.A_LIST = 0; - QuadTree.B_LIST = 1; - QuadTree.prototype.destroy = /** - * Clean up memory. - */ - function () { - this._tailA.destroy(); - this._tailB.destroy(); - this._headA.destroy(); - this._headB.destroy(); - this._tailA = null; - this._tailB = null; - this._headA = null; - this._headB = null; - if(this._northWestTree != null) { - this._northWestTree.destroy(); - } - if(this._northEastTree != null) { - this._northEastTree.destroy(); - } - if(this._southEastTree != null) { - this._southEastTree.destroy(); - } - if(this._southWestTree != null) { - this._southWestTree.destroy(); - } - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - QuadTree._object = null; - QuadTree._processingCallback = null; - QuadTree._notifyCallback = null; - }; - QuadTree.prototype.load = /** - * Load objects and/or groups into the quad tree, and register notify and processing callbacks. - * - * @param ObjectOrGroup1 Any object that is or extends GameObject or Group. - * @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. - * @param NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true. - * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate(). - */ - function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } - //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2); - this.add(ObjectOrGroup1, QuadTree.A_LIST); - if(ObjectOrGroup2 != null) { - this.add(ObjectOrGroup2, QuadTree.B_LIST); - QuadTree._useBothLists = true; - } else { - QuadTree._useBothLists = false; - } - QuadTree._notifyCallback = NotifyCallback; - QuadTree._processingCallback = ProcessCallback; - //console.log('use both', QuadTree._useBothLists); - //console.log('------------ end of load'); - }; - QuadTree.prototype.add = /** - * Call this function to add an object to the root of the tree. - * This function will recursively add all group members, but - * not the groups themselves. - * - * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. - * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. - */ - function (ObjectOrGroup, List) { - QuadTree._list = List; - if(ObjectOrGroup.isGroup == true) { - var i = 0; - var basic; - var members = ObjectOrGroup['members']; - var l = ObjectOrGroup['length']; - while(i < l) { - basic = members[i++]; - if((basic != null) && basic.exists) { - if(basic.isGroup) { - this.add(basic, List); - } else { - QuadTree._object = basic; - if(QuadTree._object.exists && QuadTree._object.allowCollisions) { - QuadTree._objectLeftEdge = QuadTree._object.x; - QuadTree._objectTopEdge = QuadTree._object.y; - QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; - QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; - this.addObject(); - } - } - } - } - } else { - QuadTree._object = ObjectOrGroup; - //console.log('add - not group:', ObjectOrGroup.name); - if(QuadTree._object.exists && QuadTree._object.allowCollisions) { - QuadTree._objectLeftEdge = QuadTree._object.x; - QuadTree._objectTopEdge = QuadTree._object.y; - QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; - QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; - //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge); - this.addObject(); - } - } - }; - QuadTree.prototype.addObject = /** - * Internal function for recursively navigating and creating the tree - * while adding objects to the appropriate nodes. - */ - function () { - //console.log('addObject'); - //If this quad (not its children) lies entirely inside this object, add it here - if(!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) { - //console.log('add To List'); - this.addToList(); - return; - } - //See if the selected object fits completely inside any of the quadrants - if((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) { - if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { - //console.log('Adding NW tree'); - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - return; - } - if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { - //console.log('Adding SW tree'); - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - return; - } - } - if((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) { - if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { - //console.log('Adding NE tree'); - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - return; - } - if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { - //console.log('Adding SE tree'); - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - return; - } - } - //If it wasn't completely contained we have to check out the partial overlaps - if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - //console.log('added to north west partial tree'); - this._northWestTree.addObject(); - } - if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - //console.log('added to north east partial tree'); - this._northEastTree.addObject(); - } - if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - //console.log('added to south east partial tree'); - this._southEastTree.addObject(); - } - if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - //console.log('added to south west partial tree'); - this._southWestTree.addObject(); - } - }; - QuadTree.prototype.addToList = /** - * Internal function for recursively adding objects to leaf lists. - */ - function () { - //console.log('Adding to List'); - var ot; - if(QuadTree._list == QuadTree.A_LIST) { - //console.log('A LIST'); - if(this._tailA.object != null) { - ot = this._tailA; - this._tailA = new LinkedList(); - ot.next = this._tailA; - } - this._tailA.object = QuadTree._object; - } else { - //console.log('B LIST'); - if(this._tailB.object != null) { - ot = this._tailB; - this._tailB = new LinkedList(); - ot.next = this._tailB; - } - this._tailB.object = QuadTree._object; - } - if(!this._canSubdivide) { - return; - } - if(this._northWestTree != null) { - this._northWestTree.addToList(); - } - if(this._northEastTree != null) { - this._northEastTree.addToList(); - } - if(this._southEastTree != null) { - this._southEastTree.addToList(); - } - if(this._southWestTree != null) { - this._southWestTree.addToList(); - } - }; - QuadTree.prototype.execute = /** - * QuadTree's other main function. Call this after adding objects - * using QuadTree.load() to compare the objects that you loaded. - * - * @return Whether or not any overlaps were found. - */ - function () { - //console.log('quadtree execute'); - var overlapProcessed = false; - var iterator; - if(this._headA.object != null) { - //console.log('---------------------------------------------------'); - //console.log('headA iterator'); - iterator = this._headA; - while(iterator != null) { - QuadTree._object = iterator.object; - if(QuadTree._useBothLists) { - QuadTree._iterator = this._headB; - } else { - QuadTree._iterator = iterator.next; - } - if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { - //console.log('headA iterator overlapped true'); - overlapProcessed = true; - } - iterator = iterator.next; - } - } - //Advance through the tree by calling overlap on each child - if((this._northWestTree != null) && this._northWestTree.execute()) { - //console.log('NW quadtree execute'); - overlapProcessed = true; - } - if((this._northEastTree != null) && this._northEastTree.execute()) { - //console.log('NE quadtree execute'); - overlapProcessed = true; - } - if((this._southEastTree != null) && this._southEastTree.execute()) { - //console.log('SE quadtree execute'); - overlapProcessed = true; - } - if((this._southWestTree != null) && this._southWestTree.execute()) { - //console.log('SW quadtree execute'); - overlapProcessed = true; - } - return overlapProcessed; - }; - QuadTree.prototype.overlapNode = /** - * An private for comparing an object against the contents of a node. - * - * @return Whether or not any overlaps were found. - */ - function () { - //console.log('overlapNode'); - //Walk the list and check for overlaps - var overlapProcessed = false; - var checkObject; - while(QuadTree._iterator != null) { - if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) { - //console.log('break 1'); - break; - } - checkObject = QuadTree._iterator.object; - if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { - //console.log('break 2'); - QuadTree._iterator = QuadTree._iterator.next; - continue; - } - //calculate bulk hull for QuadTree._object - QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x; - QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y; - QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x; - QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth); - QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y; - QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight); - //calculate bulk hull for checkObject - QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x; - QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y; - QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x; - QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth); - QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y; - QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight); - //check for intersection of the two hulls - if((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) { - //console.log('intersection!'); - //Execute callback functions if they exist - if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) { - overlapProcessed = true; - } - if(overlapProcessed && (QuadTree._notifyCallback != null)) { - QuadTree._notifyCallback(QuadTree._object, checkObject); - } - } - QuadTree._iterator = QuadTree._iterator.next; - } - return overlapProcessed; - }; - return QuadTree; -})(Rectangle); -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -var World = (function () { - function World(game, width, height) { - this._game = game; - this._cameras = new Cameras(this._game, 0, 0, width, height); - this._game.camera = this._cameras.current; - this.group = new Group(this._game, 0); - this.bounds = new Rectangle(0, 0, width, height); - this.worldDivisions = 6; - } - World.prototype.update = function () { - this.group.preUpdate(); - this.group.update(); - this.group.postUpdate(); - this._cameras.update(); - }; - World.prototype.render = function () { - // Unlike in flixel our render process is camera driven, not group driven - this._cameras.render(); - }; - World.prototype.destroy = function () { - this.group.destroy(); - this._cameras.destroy(); - }; - World.prototype.setSize = // World methods - function (width, height, updateCameraBounds) { - if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; } - this.bounds.width = width; - this.bounds.height = height; - if(updateCameraBounds == true) { - this._game.camera.setBounds(0, 0, width, height); - } - }; - Object.defineProperty(World.prototype, "width", { - get: function () { - return this.bounds.width; - }, - set: function (value) { - this.bounds.width = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "height", { - get: function () { - return this.bounds.height; - }, - set: function (value) { - this.bounds.height = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - World.prototype.addExistingCamera = // Cameras - function (cam) { - //return this._cameras.addCamera(x, y, width, height); - return cam; - }; - World.prototype.createCamera = function (x, y, width, height) { - return this._cameras.addCamera(x, y, width, height); - }; - World.prototype.removeCamera = function (id) { - return this._cameras.removeCamera(id); - }; - World.prototype.getAllCameras = function () { - return this._cameras.getAll(); - }; - World.prototype.addExistingSprite = // Sprites - function (sprite) { - return this.group.add(sprite); - }; - World.prototype.createSprite = function (x, y, key) { - if (typeof key === "undefined") { key = ''; } - return this.group.add(new Sprite(this._game, x, y, key)); - }; - World.prototype.createDynamicTexture = function (key, width, height) { - return new DynamicTexture(this._game, key, width, height); - }; - World.prototype.createGroup = function (MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - return this.group.add(new Group(this._game, MaxSize)); - }; - World.prototype.createTilemap = // Tilemaps - function (key, mapData, format, tileWidth, tileHeight) { - return this.group.add(new Tilemap(this._game, key, mapData, format, tileWidth, tileHeight)); - }; - World.prototype.createParticle = // Emitters - function () { - return new Particle(this._game); - }; - World.prototype.createEmitter = function (x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - return this.group.add(new Emitter(this._game, x, y, size)); - }; - World.prototype.overlap = // Collision - /** - * Call this function to see if one GameObject overlaps another. - * Can be called with one object and one group, or two groups, or two objects, - * whatever floats your boat! For maximum performance try bundling a lot of objects - * together using a FlxGroup (or even bundling groups together!). - * - *

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

- * - * @param ObjectOrGroup1 The first object or group you want to check. - * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group. - * @param NotifyCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. - * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects! - * - * @return Whether any overlaps were detected. - */ - function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { - if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } - if(ObjectOrGroup1 == null) { - ObjectOrGroup1 = this.group; - } - if(ObjectOrGroup2 == ObjectOrGroup1) { - ObjectOrGroup2 = null; - } - QuadTree.divisions = this.worldDivisions; - var quadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height); - quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback); - var result = quadTree.execute(); - quadTree.destroy(); - quadTree = null; - return result; - }; - World.separate = /** - * The main collision resolution in flixel. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated. - */ - function separate(Object1, Object2) { - var separatedX = World.separateX(Object1, Object2); - var separatedY = World.separateY(Object1, Object2); - return separatedX || separatedY; - }; - World.separateX = /** - * The X-axis component of the object separation process. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated along the X axis. - */ - function separateX(Object1, Object2) { - //can't separate two immovable objects - var obj1immovable = Object1.immovable; - var obj2immovable = Object2.immovable; - if(obj1immovable && obj2immovable) { - return false; - } - //If one of the objects is a tilemap, just pass it off. - /* - if (typeof Object1 === 'FlxTilemap') - { - return Object1.overlapsWithCallback(Object2, separateX); - } - - if (typeof Object2 === 'FlxTilemap') - { - return Object2.overlapsWithCallback(Object1, separateX, true); - } - */ - //First, get the two object deltas - var overlap = 0; - var obj1delta = Object1.x - Object1.last.x; - var obj2delta = Object2.x - Object2.last.x; - if(obj1delta != obj2delta) { - //Check if the X hulls actually overlap - var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; - var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; - var obj1rect = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height); - var obj2rect = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height); - if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { - var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS; - //If they did overlap (and can), figure out by how much and flip the corresponding flags - if(obj1delta > obj2delta) { - overlap = Object1.x + Object1.width - Object2.x; - if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT)) { - overlap = 0; - } else { - Object1.touching |= GameObject.RIGHT; - Object2.touching |= GameObject.LEFT; - } - } else if(obj1delta < obj2delta) { - overlap = Object1.x - Object2.width - Object2.x; - if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT)) { - overlap = 0; - } else { - Object1.touching |= GameObject.LEFT; - Object2.touching |= GameObject.RIGHT; - } - } - } - } - //Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - var obj1v = Object1.velocity.x; - var obj2v = Object2.velocity.x; - if(!obj1immovable && !obj2immovable) { - overlap *= 0.5; - Object1.x = Object1.x - overlap; - Object2.x += overlap; - var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); - var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); - var average = (obj1velocity + obj2velocity) * 0.5; - obj1velocity -= average; - obj2velocity -= average; - Object1.velocity.x = average + obj1velocity * Object1.elasticity; - Object2.velocity.x = average + obj2velocity * Object2.elasticity; - } else if(!obj1immovable) { - Object1.x = Object1.x - overlap; - Object1.velocity.x = obj2v - obj1v * Object1.elasticity; - } else if(!obj2immovable) { - Object2.x += overlap; - Object2.velocity.x = obj1v - obj2v * Object2.elasticity; - } - return true; - } else { - return false; - } - }; - World.separateY = /** - * The Y-axis component of the object separation process. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated along the Y axis. - */ - function separateY(Object1, Object2) { - //can't separate two immovable objects - var obj1immovable = Object1.immovable; - var obj2immovable = Object2.immovable; - if(obj1immovable && obj2immovable) { - return false; - } - //If one of the objects is a tilemap, just pass it off. - /* - if (typeof Object1 === 'FlxTilemap') - { - return Object1.overlapsWithCallback(Object2, separateY); - } - - if (typeof Object2 === 'FlxTilemap') - { - return Object2.overlapsWithCallback(Object1, separateY, true); - } - */ - //First, get the two object deltas - var overlap = 0; - var obj1delta = Object1.y - Object1.last.y; - var obj2delta = Object2.y - Object2.last.y; - if(obj1delta != obj2delta) { - //Check if the Y hulls actually overlap - var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; - var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; - var obj1rect = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs); - var obj2rect = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs); - if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { - var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS; - //If they did overlap (and can), figure out by how much and flip the corresponding flags - if(obj1delta > obj2delta) { - overlap = Object1.y + Object1.height - Object2.y; - if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP)) { - overlap = 0; - } else { - Object1.touching |= GameObject.DOWN; - Object2.touching |= GameObject.UP; - } - } else if(obj1delta < obj2delta) { - overlap = Object1.y - Object2.height - Object2.y; - if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN)) { - overlap = 0; - } else { - Object1.touching |= GameObject.UP; - Object2.touching |= GameObject.DOWN; - } - } - } - } - //Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - var obj1v = Object1.velocity.y; - var obj2v = Object2.velocity.y; - if(!obj1immovable && !obj2immovable) { - overlap *= 0.5; - Object1.y = Object1.y - overlap; - Object2.y += overlap; - var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); - var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); - var average = (obj1velocity + obj2velocity) * 0.5; - obj1velocity -= average; - obj2velocity -= average; - Object1.velocity.y = average + obj1velocity * Object1.elasticity; - Object2.velocity.y = average + obj2velocity * Object2.elasticity; - } else if(!obj1immovable) { - Object1.y = Object1.y - overlap; - Object1.velocity.y = obj2v - obj1v * Object1.elasticity; - //This is special case code that handles cases like horizontal moving platforms you can ride - if(Object2.active && Object2.moves && (obj1delta > obj2delta)) { - Object1.x += Object2.x - Object2.last.x; - } - } else if(!obj2immovable) { - Object2.y += overlap; - Object2.velocity.y = obj1v - obj2v * Object2.elasticity; - //This is special case code that handles cases like horizontal moving platforms you can ride - if(Object1.active && Object1.moves && (obj1delta < obj2delta)) { - Object2.x += Object1.x - Object1.last.x; - } - } - return true; - } else { - return false; - } - }; - return World; -})(); -/// -/// -var Mouse = (function () { - function Mouse(game) { - this._x = 0; - this._y = 0; - this.isDown = false; - this.isUp = true; - this.timeDown = 0; - this.duration = 0; - this.timeUp = 0; - this._game = game; - this.start(); - } - Mouse.LEFT_BUTTON = 0; - Mouse.MIDDLE_BUTTON = 1; - Mouse.RIGHT_BUTTON = 2; - Mouse.prototype.start = function () { - var _this = this; - this._game.stage.canvas.addEventListener('mousedown', function (event) { - return _this.onMouseDown(event); - }, true); - this._game.stage.canvas.addEventListener('mousemove', function (event) { - return _this.onMouseMove(event); - }, true); - this._game.stage.canvas.addEventListener('mouseup', function (event) { - return _this.onMouseUp(event); - }, true); - }; - Mouse.prototype.reset = function () { - this.isDown = false; - this.isUp = true; - }; - Mouse.prototype.onMouseDown = function (event) { - this.button = event.button; - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - this.isDown = true; - this.isUp = false; - this.timeDown = this._game.time.now; - }; - Mouse.prototype.update = function () { - //this._game.input.x = this._x * this._game.input.scaleX; - //this._game.input.y = this._y * this._game.input.scaleY; - if(this.isDown) { - this.duration = this._game.time.now - this.timeDown; - } - }; - Mouse.prototype.onMouseMove = function (event) { - this.button = event.button; - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - }; - Mouse.prototype.onMouseUp = function (event) { - this.button = event.button; - this.isDown = false; - this.isUp = true; - this.timeUp = this._game.time.now; - this.duration = this.timeUp - this.timeDown; - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - }; - return Mouse; -})(); -/// -/// -var Keyboard = (function () { - function Keyboard(game) { - this._keys = { - }; - this._game = game; - this.start(); - } - Keyboard.prototype.start = function () { - var _this = this; - document.body.addEventListener('keydown', function (event) { - return _this.onKeyDown(event); - }, false); - document.body.addEventListener('keyup', function (event) { - return _this.onKeyUp(event); - }, false); - }; - Keyboard.prototype.onKeyDown = function (event) { - //event.preventDefault(); - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: true, - timeDown: this._game.time.now, - timeUp: 0 - }; - } else { - this._keys[event.keyCode].isDown = true; - this._keys[event.keyCode].timeDown = this._game.time.now; - } - }; - Keyboard.prototype.onKeyUp = function (event) { - //event.preventDefault(); - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: false, - timeDown: 0, - timeUp: this._game.time.now - }; - } else { - this._keys[event.keyCode].isDown = false; - this._keys[event.keyCode].timeUp = this._game.time.now; - } - }; - Keyboard.prototype.reset = function () { - for(var key in this._keys) { - this._keys[key].isDown = false; - } - }; - Keyboard.prototype.justPressed = function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.justReleased = function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.isDown = function (keycode) { - if(this._keys[keycode]) { - return this._keys[keycode].isDown; - } else { - return false; - } - }; - Keyboard.A = "A".charCodeAt(0); - Keyboard.B = "B".charCodeAt(0); - Keyboard.C = "C".charCodeAt(0); - Keyboard.D = "D".charCodeAt(0); - Keyboard.E = "E".charCodeAt(0); - Keyboard.F = "F".charCodeAt(0); - Keyboard.G = "G".charCodeAt(0); - Keyboard.H = "H".charCodeAt(0); - Keyboard.I = "I".charCodeAt(0); - Keyboard.J = "J".charCodeAt(0); - Keyboard.K = "K".charCodeAt(0); - Keyboard.L = "L".charCodeAt(0); - Keyboard.M = "M".charCodeAt(0); - Keyboard.N = "N".charCodeAt(0); - Keyboard.O = "O".charCodeAt(0); - Keyboard.P = "P".charCodeAt(0); - Keyboard.Q = "Q".charCodeAt(0); - Keyboard.R = "R".charCodeAt(0); - Keyboard.S = "S".charCodeAt(0); - Keyboard.T = "T".charCodeAt(0); - Keyboard.U = "U".charCodeAt(0); - Keyboard.V = "V".charCodeAt(0); - Keyboard.W = "W".charCodeAt(0); - Keyboard.X = "X".charCodeAt(0); - Keyboard.Y = "Y".charCodeAt(0); - Keyboard.Z = "Z".charCodeAt(0); - Keyboard.ZERO = "0".charCodeAt(0); - Keyboard.ONE = "1".charCodeAt(0); - Keyboard.TWO = "2".charCodeAt(0); - Keyboard.THREE = "3".charCodeAt(0); - Keyboard.FOUR = "4".charCodeAt(0); - Keyboard.FIVE = "5".charCodeAt(0); - Keyboard.SIX = "6".charCodeAt(0); - Keyboard.SEVEN = "7".charCodeAt(0); - Keyboard.EIGHT = "8".charCodeAt(0); - Keyboard.NINE = "9".charCodeAt(0); - Keyboard.NUMPAD_0 = 96; - Keyboard.NUMPAD_1 = 97; - Keyboard.NUMPAD_2 = 98; - Keyboard.NUMPAD_3 = 99; - Keyboard.NUMPAD_4 = 100; - Keyboard.NUMPAD_5 = 101; - Keyboard.NUMPAD_6 = 102; - Keyboard.NUMPAD_7 = 103; - Keyboard.NUMPAD_8 = 104; - Keyboard.NUMPAD_9 = 105; - Keyboard.NUMPAD_MULTIPLY = 106; - Keyboard.NUMPAD_ADD = 107; - Keyboard.NUMPAD_ENTER = 108; - Keyboard.NUMPAD_SUBTRACT = 109; - Keyboard.NUMPAD_DECIMAL = 110; - Keyboard.NUMPAD_DIVIDE = 111; - Keyboard.F1 = 112; - Keyboard.F2 = 113; - Keyboard.F3 = 114; - Keyboard.F4 = 115; - Keyboard.F5 = 116; - Keyboard.F6 = 117; - Keyboard.F7 = 118; - Keyboard.F8 = 119; - Keyboard.F9 = 120; - Keyboard.F10 = 121; - Keyboard.F11 = 122; - Keyboard.F12 = 123; - Keyboard.F13 = 124; - Keyboard.F14 = 125; - Keyboard.F15 = 126; - Keyboard.COLON = 186; - Keyboard.EQUALS = 187; - Keyboard.UNDERSCORE = 189; - Keyboard.QUESTION_MARK = 191; - Keyboard.TILDE = 192; - Keyboard.OPEN_BRACKET = 219; - Keyboard.BACKWARD_SLASH = 220; - Keyboard.CLOSED_BRACKET = 221; - Keyboard.QUOTES = 222; - Keyboard.BACKSPACE = 8; - Keyboard.TAB = 9; - Keyboard.CLEAR = 12; - Keyboard.ENTER = 13; - Keyboard.SHIFT = 16; - Keyboard.CONTROL = 17; - Keyboard.ALT = 18; - Keyboard.CAPS_LOCK = 20; - Keyboard.ESC = 27; - Keyboard.SPACEBAR = 32; - Keyboard.PAGE_UP = 33; - Keyboard.PAGE_DOWN = 34; - Keyboard.END = 35; - Keyboard.HOME = 36; - Keyboard.LEFT = 37; - Keyboard.UP = 38; - Keyboard.RIGHT = 39; - Keyboard.DOWN = 40; - Keyboard.INSERT = 45; - Keyboard.DELETE = 46; - Keyboard.HELP = 47; - Keyboard.NUM_LOCK = 144; - return Keyboard; -})(); -/// -/* -* SignalBinding -* -* @desc An object that represents a binding between a Signal and a listener function. -* Released under the MIT license -* http://millermedeiros.github.com/js-signals/ -* -* @version 1. - 7th March 2013 -* -* @author Richard Davey, TypeScript conversion -* @author Miller Medeiros, JS Signals -* -*/ -var SignalBinding = (function () { - /** - * Object that represents a binding between a Signal and a listener function. - *
- This is an internal constructor and shouldn't be called by regular users. - *
- inspired by Joa Ebert AS3 SignalBinding and Robert Penner's Slot classes. - * @author Miller Medeiros - * @constructor - * @internal - * @name SignalBinding - * @param {Signal} signal Reference to Signal object that listener is currently bound to. - * @param {Function} listener Handler function bound to the signal. - * @param {boolean} isOnce If binding should be executed just once. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. (default = 0). - */ - function SignalBinding(signal, listener, isOnce, listenerContext, priority) { - if (typeof priority === "undefined") { priority = 0; } - /** - * If binding is active and should be executed. - * @type boolean - */ - this.active = true; - /** - * Default parameters passed to listener during `Signal.dispatch` and `SignalBinding.execute`. (curried parameters) - * @type Array|null - */ - this.params = null; - this._listener = listener; - this._isOnce = isOnce; - this.context = listenerContext; - this._signal = signal; - this.priority = priority || 0; - } - SignalBinding.prototype.execute = /** - * Call listener passing arbitrary parameters. - *

If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.

- * @param {Array} [paramsArr] Array of parameters that should be passed to the listener - * @return {*} Value returned by the listener. - */ - function (paramsArr) { - var handlerReturn; - var params; - if(this.active && !!this._listener) { - params = this.params ? this.params.concat(paramsArr) : paramsArr; - handlerReturn = this._listener.apply(this.context, params); - if(this._isOnce) { - this.detach(); - } - } - return handlerReturn; - }; - SignalBinding.prototype.detach = /** - * Detach binding from signal. - * - alias to: mySignal.remove(myBinding.getListener()); - * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. - */ - function () { - return this.isBound() ? this._signal.remove(this._listener, this.context) : null; - }; - SignalBinding.prototype.isBound = /** - * @return {Boolean} `true` if binding is still bound to the signal and have a listener. - */ - function () { - return (!!this._signal && !!this._listener); - }; - SignalBinding.prototype.isOnce = /** - * @return {boolean} If SignalBinding will only be executed once. - */ - function () { - return this._isOnce; - }; - SignalBinding.prototype.getListener = /** - * @return {Function} Handler function bound to the signal. - */ - function () { - return this._listener; - }; - SignalBinding.prototype.getSignal = /** - * @return {Signal} Signal that listener is currently bound to. - */ - function () { - return this._signal; - }; - SignalBinding.prototype._destroy = /** - * Delete instance properties - * @private - */ - function () { - delete this._signal; - delete this._listener; - delete this.context; - }; - SignalBinding.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; - }; - return SignalBinding; -})(); -/// -/* -* Signal -* -* @desc A TypeScript conversion of JS Signals by Miller Medeiros -* Released under the MIT license -* http://millermedeiros.github.com/js-signals/ -* -* @version 1. - 7th March 2013 -* -* @author Richard Davey, TypeScript conversion -* @author Miller Medeiros, JS Signals -* -*/ -/** -* Custom event broadcaster -*
- inspired by Robert Penner's AS3 Signals. -* @name Signal -* @author Miller Medeiros -* @constructor -*/ -var Signal = (function () { - function Signal() { - /** - * - * @property _bindings - * @type Array - * @private - */ - this._bindings = []; - /** - * - * @property _prevParams - * @type Any - * @private - */ - this._prevParams = null; - /** - * If Signal should keep record of previously dispatched parameters and - * automatically execute listener during `add()`/`addOnce()` if Signal was - * already dispatched before. - * @type boolean - */ - this.memorize = false; - /** - * @type boolean - * @private - */ - this._shouldPropagate = true; - /** - * If Signal is active and should broadcast events. - *

IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.

- * @type boolean - */ - this.active = true; - } - Signal.VERSION = '1.0.0'; - Signal.prototype.validateListener = /** - * - * @method validateListener - * @param {Any} listener - * @param {Any} fnName - */ - function (listener, fnName) { - if(typeof listener !== 'function') { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } - }; - Signal.prototype._registerListener = /** - * @param {Function} listener - * @param {boolean} isOnce - * @param {Object} [listenerContext] - * @param {Number} [priority] - * @return {SignalBinding} - * @private - */ - function (listener, isOnce, listenerContext, priority) { - var prevIndex = this._indexOfListener(listener, listenerContext); - var binding; - if(prevIndex !== -1) { - binding = this._bindings[prevIndex]; - if(binding.isOnce() !== isOnce) { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); - } - } else { - binding = new SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); - } - if(this.memorize && this._prevParams) { - binding.execute(this._prevParams); - } - return binding; - }; - Signal.prototype._addBinding = /** - * - * @method _addBinding - * @param {SignalBinding} binding - * @private - */ - function (binding) { - //simplified insertion sort - var n = this._bindings.length; - do { - --n; - }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); - this._bindings.splice(n + 1, 0, binding); - }; - Signal.prototype._indexOfListener = /** - * - * @method _indexOfListener - * @param {Function} listener - * @return {number} - * @private - */ - function (listener, context) { - var n = this._bindings.length; - var cur; - while(n--) { - cur = this._bindings[n]; - if(cur.getListener() === listener && cur.context === context) { - return n; - } - } - return -1; - }; - Signal.prototype.has = /** - * Check if listener was attached to Signal. - * @param {Function} listener - * @param {Object} [context] - * @return {boolean} if Signal has the specified listener. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - return this._indexOfListener(listener, context) !== -1; - }; - Signal.prototype.add = /** - * Add a listener to the signal. - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'add'); - return this._registerListener(listener, false, listenerContext, priority); - }; - Signal.prototype.addOnce = /** - * Add listener to the signal that should be removed after first execution (will be executed only once). - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'addOnce'); - return this._registerListener(listener, true, listenerContext, priority); - }; - Signal.prototype.remove = /** - * Remove a single listener from the dispatch queue. - * @param {Function} listener Handler function that should be removed. - * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). - * @return {Function} Listener handler function. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - this.validateListener(listener, 'remove'); - var i = this._indexOfListener(listener, context); - if(i !== -1) { - this._bindings[i]._destroy()//no reason to a SignalBinding exist if it isn't attached to a signal - ; - this._bindings.splice(i, 1); - } - return listener; - }; - Signal.prototype.removeAll = /** - * Remove all listeners from the Signal. - */ - function () { - var n = this._bindings.length; - while(n--) { - this._bindings[n]._destroy(); - } - this._bindings.length = 0; - }; - Signal.prototype.getNumListeners = /** - * @return {number} Number of listeners attached to the Signal. - */ - function () { - return this._bindings.length; - }; - Signal.prototype.halt = /** - * Stop propagation of the event, blocking the dispatch to next listeners on the queue. - *

IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.

- * @see Signal.prototype.disable - */ - function () { - this._shouldPropagate = false; - }; - Signal.prototype.dispatch = /** - * Dispatch/Broadcast Signal to all listeners added to the queue. - * @param {...*} [params] Parameters that should be passed to each handler. - */ - function () { - var paramsArr = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - paramsArr[_i] = arguments[_i + 0]; - } - if(!this.active) { - return; - } - var n = this._bindings.length; - var bindings; - if(this.memorize) { - this._prevParams = paramsArr; - } - if(!n) { - //should come after memorize - return; - } - bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch - ; - this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. - ; - //execute all callbacks until end of the list or until a callback returns `false` or stops propagation - //reverse loop since listeners with higher priority will be added at the end of the list - do { - n--; - }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); - }; - Signal.prototype.forget = /** - * Forget memorized arguments. - * @see Signal.memorize - */ - function () { - this._prevParams = null; - }; - Signal.prototype.dispose = /** - * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). - *

IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.

- */ - function () { - this.removeAll(); - delete this._bindings; - delete this._prevParams; - }; - Signal.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - }; - return Signal; -})(); -/// -/** -* Geom - Circle -* -* @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. -* -* @version 1.2 - 27th February 2013 -* @author Richard Davey -* @author Ross Kettle -* -* @todo Intersections -*/ -var Circle = (function () { - /** - * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. - * @class Circle - * @constructor - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @return {Circle} This circle object - **/ - function Circle(x, y, diameter) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof diameter === "undefined") { diameter = 0; } - /** - * The diameter of the circle - * @property _diameter - * @type Number - **/ - this._diameter = 0; - /** - * The radius of the circle - * @property _radius - * @type Number - **/ - this._radius = 0; - /** - * The x coordinate of the center of the circle - * @property x - * @type Number - **/ - this.x = 0; - /** - * The y coordinate of the center of the circle - * @property y - * @type Number - **/ - this.y = 0; - this.setTo(x, y, diameter); - } - Circle.prototype.diameter = /** - * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. - * @method diameter - * @param {Number} The diameter of the circle. - * @return {Number} - **/ - function (value) { - if(value && value > 0) { - this._diameter = value; - this._radius = value * 0.5; - } - return this._diameter; - }; - Circle.prototype.radius = /** - * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. - * @method radius - * @param {Number} The radius of the circle. - **/ - function (value) { - if(value && value > 0) { - this._radius = value; - this._diameter = value * 2; - } - return this._radius; - }; - Circle.prototype.circumference = /** - * The circumference of the circle. - * @method circumference - * @return {Number} - **/ - function () { - return 2 * (Math.PI * this._radius); - }; - Circle.prototype.bottom = /** - * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The value to adjust the height of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value < this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius(value - this.y); - } - } - return this.y + this._radius; - }; - Circle.prototype.left = /** - * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method left - * @param {Number} The value to adjust the position of the leftmost point of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value < this.x) { - this.radius(this.x - value); - } else { - this._radius = 0; - this._diameter = 0; - } - } - return this.x - this._radius; - }; - Circle.prototype.right = /** - * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method right - * @param {Number} The amount to adjust the diameter of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value > this.x) { - this.radius(value - this.x); - } else { - this._radius = 0; - this._diameter = 0; - } - } - return this.x + this._radius; - }; - Circle.prototype.top = /** - * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The amount to adjust the height of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value > this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius(this.y - value); - } - } - return this.y - this._radius; - }; - Circle.prototype.area = /** - * Gets the area of this Circle. - * @method area - * @return {Number} This area of this circle. - **/ - function () { - if(this._radius > 0) { - return Math.PI * this._radius * this._radius; - } else { - return 0; - } - }; - Circle.prototype.isEmpty = /** - * Determines whether or not this Circle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. - **/ - function () { - if(this._diameter < 1) { - return true; - } - return false; - }; - Circle.prototype.clone = /** - * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. - * If you need details about the intersection then use Kiwi.Geom.Intersect.lineToCircle instead. - * @method intersectCircleLine - * @param {Object} the line object to check. - * @return {Boolean} - **/ - /* - public intersectCircleLine(line: Line): bool { - - return Intersect.lineToCircle(line, this).result; - - } - */ - /** - * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. - * @method clone - * @param {Circle} output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. - * @return {Kiwi.Geom.Circle} - **/ - function (output) { - if (typeof output === "undefined") { output = new Circle(); } - return output.setTo(this.x, this.y, this._diameter); - }; - Circle.prototype.copyFrom = /** - * Return true if the given x/y coordinates are within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleContainsPoint instead. - * @method contains - * @param {Number} The X value of the coordinate to test. - * @param {Number} The Y value of the coordinate to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public contains(x: number, y: number): bool { - - return Intersect.circleContainsPoint(this, { x: x, y: y }).result; - - } - */ - /** - * Return true if the coordinates of the given Point object are within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleContainsPoint instead. - * @method containsPoint - * @param {Kiwi.Geom.Point} The Point object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public containsPoint(point:Point): bool { - - return Intersect.circleContainsPoint(this, point).result; - - } - */ - /** - * Return true if the given Circle is contained entirely within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleToCircle instead. - * @method containsCircle - * @param {Kiwi.Geom.Circle} The Circle object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public containsCircle(circle:Circle): bool { - - return Intersect.circleToCircle(this, circle).result; - - } - */ - /** - * Copies all of circle data from the source Circle object into the calling Circle object. - * @method copyFrom - * @param {Circle} rect The source circle object to copy from - * @return {Circle} This circle object - **/ - function (source) { - return this.setTo(source.x, source.y, source.diameter()); - }; - Circle.prototype.copyTo = /** - * Copies all of circle data from this Circle object into the destination Circle object. - * @method copyTo - * @param {Circle} circle The destination circle object to copy in to - * @return {Circle} The destination circle object - **/ - function (target) { - return target.copyFrom(this); - }; - Circle.prototype.distanceTo = /** - * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) - * @method distanceFrom - * @param {Circle/Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (target, round) { - if (typeof round === "undefined") { round = false; } - var dx = this.x - target.x; - var dy = this.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Circle.prototype.equals = /** - * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. - * @method equals - * @param {Circle} toCompare The circle to compare to this Circle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y && this.diameter() === toCompare.diameter()) { - return true; - } - return false; - }; - Circle.prototype.intersects = /** - * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. - * @method intersects - * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. - * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. - **/ - function (toIntersect) { - if(this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) { - return true; - } - return false; - }; - Circle.prototype.circumferencePoint = /** - * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. - * @method circumferencePoint - * @param {Number} The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} Is the given angle in radians (false) or degrees (true)? - * @param {Kiwi.Geom.Point} An optional Point object to put the result in to. If none specified a new Point object will be created. - * @return {Kiwi.Geom.Point} The Point object holding the result. - **/ - function (angle, asDegrees, output) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof output === "undefined") { output = new Point(); } - if(asDegrees === true) { - //angle = angle * (Math.PI / 180); // Degrees to Radians - angle = angle * (180 / Math.PI)// Radians to Degrees - ; - } - output.x = this.x + this._radius * Math.cos(angle); - output.y = this.y + this._radius * Math.sin(angle); - return output; - }; - Circle.prototype.offset = /** - * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Circle object by this amount. - * @param {Number} dy Moves the y value of the Circle object by this amount. - * @return {Circle} This Circle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x += dx; - this.y += dy; - } - return this; - }; - Circle.prototype.offsetPoint = /** - * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Circle object. - * @return {Circle} This Circle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Circle.prototype.setTo = /** - * Sets the members of Circle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @param {Number} diameter The diameter of the circle in pixels. - * @return {Circle} This circle object - **/ - function (x, y, diameter) { - this.x = x; - this.y = y; - this._diameter = diameter; - this._radius = diameter * 0.5; - return this; - }; - Circle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter() + " radius=" + this.radius() + ")}]"; - }; - return Circle; -})(); -/// -/// -/// -/** -* Input - Finger -* -* @desc A Finger object used by the Touch manager -* -* @version 1.1 - 27th February 2013 -* @author Richard Davey -* -* @todo Lots -*/ -var Finger = (function () { - /** - * Constructor - * @param {Kiwi.Game} game. - * @return {Kiwi.Input.Finger} This object. - */ - function Finger(game) { - /** - * - * @property point - * @type Point - **/ - this.point = null; - /** - * - * @property circle - * @type Circle - **/ - this.circle = null; - /** - * - * @property withinGame - * @type Boolean - */ - this.withinGame = false; - /** - * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientX - * @type Number - */ - this.clientX = -1; - // - /** - * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientY - * @type Number - */ - this.clientY = -1; - // - /** - * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageX - * @type Number - */ - this.pageX = -1; - /** - * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageY - * @type Number - */ - this.pageY = -1; - /** - * The horizontal coordinate of point relative to the screen in pixels - * @property screenX - * @type Number - */ - this.screenX = -1; - /** - * The vertical coordinate of point relative to the screen in pixels - * @property screenY - * @type Number - */ - this.screenY = -1; - /** - * The horizontal coordinate of point relative to the game element - * @property x - * @type Number - */ - this.x = -1; - /** - * The vertical coordinate of point relative to the game element - * @property y - * @type Number - */ - this.y = -1; - /** - * - * @property isDown - * @type Boolean - **/ - this.isDown = false; - /** - * - * @property isUp - * @type Boolean - **/ - this.isUp = false; - /** - * - * @property timeDown - * @type Number - **/ - this.timeDown = 0; - /** - * - * @property duration - * @type Number - **/ - this.duration = 0; - /** - * - * @property timeUp - * @type Number - **/ - this.timeUp = 0; - /** - * - * @property justPressedRate - * @type Number - **/ - this.justPressedRate = 200; - /** - * - * @property justReleasedRate - * @type Number - **/ - this.justReleasedRate = 200; - this._game = game; - this.active = false; - } - Finger.prototype.start = /** - * - * @method start - * @param {Any} event - */ - function (event) { - this.identifier = event.identifier; - this.target = event.target; - // populate geom objects - if(this.point === null) { - this.point = new Point(); - } - if(this.circle === null) { - this.circle = new Circle(0, 0, 44); - } - this.move(event); - this.active = true; - this.withinGame = true; - this.isDown = true; - this.isUp = false; - this.timeDown = this._game.time.now; - }; - Finger.prototype.move = /** - * - * @method move - * @param {Any} event - */ - function (event) { - this.clientX = event.clientX; - this.clientY = event.clientY; - this.pageX = event.pageX; - this.pageY = event.pageY; - this.screenX = event.screenX; - this.screenY = event.screenY; - this.x = this.pageX - this._game.stage.offset.x; - this.y = this.pageY - this._game.stage.offset.y; - this.point.setTo(this.x, this.y); - this.circle.setTo(this.x, this.y, 44); - // Droppings history (used for gestures and motion tracking) - this.duration = this._game.time.now - this.timeDown; - }; - Finger.prototype.leave = /** - * - * @method leave - * @param {Any} event - */ - function (event) { - this.withinGame = false; - this.move(event); - }; - Finger.prototype.stop = /** - * - * @method stop - * @param {Any} event - */ - function (event) { - this.active = false; - this.withinGame = false; - this.isDown = false; - this.isUp = true; - this.timeUp = this._game.time.now; - this.duration = this.timeUp - this.timeDown; - }; - Finger.prototype.justPressed = /** - * - * @method justPressed - * @param {Number} [duration]. - * @return {Boolean} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this.justPressedRate; } - if(this.isDown === true && (this.timeDown + duration) > this._game.time.now) { - return true; - } else { - return false; - } - }; - Finger.prototype.justReleased = /** - * - * @method justReleased - * @param {Number} [duration]. - * @return {Boolean} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this.justReleasedRate; } - if(this.isUp === true && (this.timeUp + duration) > this._game.time.now) { - return true; - } else { - return false; - } - }; - Finger.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Finger (identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; - }; - return Finger; -})(); -/// -/// -/// -/** -* Input - Touch -* -* @desc http://www.w3.org/TR/touch-events/ -* https://developer.mozilla.org/en-US/docs/DOM/TouchList -* http://www.html5rocks.com/en/mobile/touchandmouse/ -* Android 2.x only supports 1 touch event at once, no multi-touch -* -* @version 1.1 - 27th February 2013 -* @author Richard Davey -* -* @todo Try and resolve update lag in Chrome/Android -* Gestures (pinch, zoom, swipe) -* GameObject Touch -* Touch point within GameObject -* Input Zones (mouse and touch) - lock entities within them + axis aligned drags -*/ -var Touch = (function () { - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - function Touch(game) { - /** - * - * @property x - * @type Number - **/ - this.x = 0; - /** - * - * @property y - * @type Number - **/ - this.y = 0; - /** - * - * @property isDown - * @type Boolean - **/ - this.isDown = false; - /** - * - * @property isUp - * @type Boolean - **/ - this.isUp = true; - this._game = game; - this.finger1 = new Finger(this._game); - this.finger2 = new Finger(this._game); - this.finger3 = new Finger(this._game); - this.finger4 = new Finger(this._game); - this.finger5 = new Finger(this._game); - this.finger6 = new Finger(this._game); - this.finger7 = new Finger(this._game); - this.finger8 = new Finger(this._game); - this.finger9 = new Finger(this._game); - this.finger10 = new Finger(this._game); - this._fingers = [ - this.finger1, - this.finger2, - this.finger3, - this.finger4, - this.finger5, - this.finger6, - this.finger7, - this.finger8, - this.finger9, - this.finger10 - ]; - this.touchDown = new Signal(); - this.touchUp = new Signal(); - this.start(); - } - Touch.prototype.start = /** - * - * @method start - */ - function () { - var _this = this; - this._game.stage.canvas.addEventListener('touchstart', function (event) { - return _this.onTouchStart(event); - }, false); - this._game.stage.canvas.addEventListener('touchmove', function (event) { - return _this.onTouchMove(event); - }, false); - this._game.stage.canvas.addEventListener('touchend', function (event) { - return _this.onTouchEnd(event); - }, false); - this._game.stage.canvas.addEventListener('touchenter', function (event) { - return _this.onTouchEnter(event); - }, false); - this._game.stage.canvas.addEventListener('touchleave', function (event) { - return _this.onTouchLeave(event); - }, false); - this._game.stage.canvas.addEventListener('touchcancel', function (event) { - return _this.onTouchCancel(event); - }, false); - document.addEventListener('touchmove', function (event) { - return _this.consumeTouchMove(event); - }, false); - }; - Touch.prototype.consumeTouchMove = /** - * Prevent iOS bounce-back (doesn't work?) - * @method consumeTouchMove - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - }; - Touch.prototype.onTouchStart = /** - * - * @method onTouchStart - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // A list of all the touch points that BECAME active with the current event - // https://developer.mozilla.org/en-US/docs/DOM/TouchList - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].active === false) { - this._fingers[f].start(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); - this.isDown = true; - this.isUp = false; - break; - } - } - } - }; - Touch.prototype.onTouchCancel = /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchCancel - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - // http://www.w3.org/TR/touch-events/#dfn-touchcancel - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].stop(event.changedTouches[i]); - break; - } - } - } - }; - Touch.prototype.onTouchEnter = /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchEnter - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // For touch enter and leave its a list of the touch points that have entered or left the target - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].active === false) { - this._fingers[f].start(event.changedTouches[i]); - break; - } - } - } - }; - Touch.prototype.onTouchLeave = /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchLeave - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // For touch enter and leave its a list of the touch points that have entered or left the target - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].leave(event.changedTouches[i]); - break; - } - } - } - }; - Touch.prototype.onTouchMove = /** - * - * @method onTouchMove - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].move(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - break; - } - } - } - }; - Touch.prototype.onTouchEnd = /** - * - * @method onTouchEnd - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // For touch end its a list of the touch points that have been removed from the surface - // https://developer.mozilla.org/en-US/docs/DOM/TouchList - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].stop(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); - this.isDown = false; - this.isUp = true; - break; - } - } - } - }; - Touch.prototype.calculateDistance = /** - * - * @method calculateDistance - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - function (finger1, finger2) { - }; - Touch.prototype.calculateAngle = /** - * - * @method calculateAngle - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - function (finger1, finger2) { - }; - Touch.prototype.checkOverlap = /** - * - * @method checkOverlap - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - function (finger1, finger2) { - }; - Touch.prototype.update = /** - * - * @method update - */ - function () { - }; - Touch.prototype.stop = /** - * - * @method stop - */ - function () { - //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); - //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); - //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); - //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); - //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); - //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); - }; - Touch.prototype.reset = /** - * - * @method reset - **/ - function () { - this.isDown = false; - this.isUp = false; - }; - return Touch; -})(); -/// -/// -/// -/// -var Input = (function () { - function Input(game) { - this.x = 0; - this.y = 0; - this.scaleX = 1; - this.scaleY = 1; - this.worldX = 0; - this.worldY = 0; - this._game = game; - this.mouse = new Mouse(this._game); - this.keyboard = new Keyboard(this._game); - this.touch = new Touch(this._game); - } - Input.prototype.update = function () { - this.x = Math.round(this.x); - this.y = Math.round(this.y); - this.worldX = this._game.camera.worldView.x + this.x; - this.worldY = this._game.camera.worldView.y + this.y; - this.mouse.update(); - this.touch.update(); - }; - Input.prototype.reset = function () { - this.mouse.reset(); - this.keyboard.reset(); - this.touch.reset(); - }; - Input.prototype.getWorldX = function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.x + this.x; - }; - Input.prototype.getWorldY = function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.y + this.y; - }; - Input.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Input', x, y); - this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28); - this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); - }; - return Input; -})(); -/** -* RequestAnimationFrame -* -* @desc Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly. -* -* @version 0.3 - 15th October 2012 -* @author Richard Davey -*/ -var RequestAnimationFrame = (function () { - /** - * Constructor - * @param {Any} callback - * @return {RequestAnimationFrame} This object. - */ - function RequestAnimationFrame(callback, callbackContext) { - /** - * - * @property _isSetTimeOut - * @type Boolean - * @private - **/ - this._isSetTimeOut = false; - /** - * - * @property lastTime - * @type Number - **/ - this.lastTime = 0; - /** - * - * @property currentTime - * @type Number - **/ - this.currentTime = 0; - /** - * - * @property isRunning - * @type Boolean - **/ - this.isRunning = false; - this._callback = callback; - this._callbackContext = callbackContext; - var vendors = [ - 'ms', - 'moz', - 'webkit', - 'o' - ]; - for(var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) { - window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; - window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; - } - this.start(); - } - RequestAnimationFrame.prototype.setCallback = /** - * - * @method callback - * @param {Any} callback - **/ - function (callback) { - this._callback = callback; - }; - RequestAnimationFrame.prototype.isUsingSetTimeOut = /** - * - * @method usingSetTimeOut - * @return Boolean - **/ - function () { - return this._isSetTimeOut; - }; - RequestAnimationFrame.prototype.isUsingRAF = /** - * - * @method usingRAF - * @return Boolean - **/ - function () { - if(this._isSetTimeOut === true) { - return false; - } else { - return true; - } - }; - RequestAnimationFrame.prototype.start = /** - * - * @method start - * @param {Any} [callback] - **/ - function (callback) { - if (typeof callback === "undefined") { callback = null; } - var _this = this; - if(callback) { - this._callback = callback; - } - if(!window.requestAnimationFrame) { - this._isSetTimeOut = true; - this._timeOutID = window.setTimeout(function () { - return _this.SetTimeoutUpdate(); - }, 0); - } else { - this._isSetTimeOut = false; - window.requestAnimationFrame(function () { - return _this.RAFUpdate(); - }); - } - this.isRunning = true; - }; - RequestAnimationFrame.prototype.stop = /** - * - * @method stop - **/ - function () { - if(this._isSetTimeOut) { - clearTimeout(this._timeOutID); - } else { - window.cancelAnimationFrame; - } - this.isRunning = false; - }; - RequestAnimationFrame.prototype.RAFUpdate = function () { - var _this = this; - // Not in IE8 (but neither is RAF) also doesn't use a high performance timer (window.performance.now) - this.currentTime = Date.now(); - if(this._callback) { - this._callback.call(this._callbackContext); - } - var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); - window.requestAnimationFrame(function () { - return _this.RAFUpdate(); - }); - this.lastTime = this.currentTime + timeToCall; - }; - RequestAnimationFrame.prototype.SetTimeoutUpdate = /** - * - * @method SetTimeoutUpdate - **/ - function () { - var _this = this; - // Not in IE8 - this.currentTime = Date.now(); - if(this._callback) { - this._callback.call(this._callbackContext); - } - var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); - this._timeOutID = window.setTimeout(function () { - return _this.SetTimeoutUpdate(); - }, timeToCall); - this.lastTime = this.currentTime + timeToCall; - }; - return RequestAnimationFrame; -})(); -/** -* Repeatable Random Data Generator -* -* @desc Manages the creation of unique internal game IDs -* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense -* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript -* -* @version 1.1 - 1st March 2013 -* @author Josh Faul -* @author Richard Davey, TypeScript conversion and additional methods -*/ -var RandomDataGenerator = (function () { - /** - * @constructor - * @param {Array} seeds - * @return {Kiwi.Utils.RandomDataGenerator} - */ - function RandomDataGenerator(seeds) { - if (typeof seeds === "undefined") { seeds = []; } - /** - * @property c - * @type Number - * @private - */ - this.c = 1; - this.sow(seeds); - } - RandomDataGenerator.prototype.uint32 = /** - * @method uint32 - * @private - */ - function () { - return this.rnd.apply(this) * 0x100000000;// 2^32 - - }; - RandomDataGenerator.prototype.fract32 = /** - * @method fract32 - * @private - */ - function () { - return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;// 2^-53 - - }; - RandomDataGenerator.prototype.rnd = // private random helper - /** - * @method rnd - * @private - */ - function () { - var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10;// 2^-32 - - this.c = t | 0; - this.s0 = this.s1; - this.s1 = this.s2; - this.s2 = t - this.c; - return this.s2; - }; - RandomDataGenerator.prototype.hash = /** - * @method hash - * @param {Any} data - * @private - */ - function (data) { - var h, i, n; - n = 0xefc8249d; - data = data.toString(); - for(i = 0; i < data.length; i++) { - n += data.charCodeAt(i); - h = 0.02519603282416938 * n; - n = h >>> 0; - h -= n; - h *= n; - n = h >>> 0; - h -= n; - n += h * 0x100000000// 2^32 - ; - } - return (n >>> 0) * 2.3283064365386963e-10;// 2^-32 - - }; - RandomDataGenerator.prototype.sow = /** - * Reset the seed of the random data generator - * @method sow - * @param {Array} seeds - */ - function (seeds) { - if (typeof seeds === "undefined") { seeds = []; } - this.s0 = this.hash(' '); - this.s1 = this.hash(this.s0); - this.s2 = this.hash(this.s1); - var seed; - for(var i = 0; seed = seeds[i++]; ) { - this.s0 -= this.hash(seed); - this.s0 += ~~(this.s0 < 0); - this.s1 -= this.hash(seed); - this.s1 += ~~(this.s1 < 0); - this.s2 -= this.hash(seed); - this.s2 += ~~(this.s2 < 0); - } - }; - Object.defineProperty(RandomDataGenerator.prototype, "integer", { - get: /** - * Returns a random integer between 0 and 2^32 - * @method integer - * @return {Number} - */ - function () { - return this.uint32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "frac", { - get: /** - * Returns a random real number between 0 and 1 - * @method frac - * @return {Number} - */ - function () { - return this.fract32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "real", { - get: /** - * Returns a random real number between 0 and 2^32 - * @method real - * @return {Number} - */ - function () { - return this.uint32() + this.fract32(); - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.integerInRange = /** - * Returns a random integer between min and max - * @method integerInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - function (min, max) { - return Math.floor(this.realInRange(min, max)); - }; - RandomDataGenerator.prototype.realInRange = /** - * Returns a random real number between min and max - * @method realInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - function (min, max) { - min = min || 0; - max = max || 0; - return this.frac * (max - min) + min; - }; - Object.defineProperty(RandomDataGenerator.prototype, "normal", { - get: /** - * Returns a random real number between -1 and 1 - * @method normal - * @return {Number} - */ - function () { - return 1 - 2 * this.frac; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "uuid", { - get: /** - * Returns a valid v4 UUID hex string (from https://gist.github.com/1308368) - * @method uuid - * @return {String} - */ - function () { - var a, b; - for(b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-') { - ; - } - return b; - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.pick = /** - * Returns a random member of `array` - * @method pick - * @param {Any} array - */ - function (array) { - return array[this.integerInRange(0, array.length)]; - }; - RandomDataGenerator.prototype.weightedPick = /** - * Returns a random member of `array`, favoring the earlier entries - * @method weightedPick - * @param {Any} array - */ - function (array) { - return array[~~(Math.pow(this.frac, 2) * array.length)]; - }; - RandomDataGenerator.prototype.timestamp = /** - * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified - * @method timestamp - * @param {Number} min - * @param {Number} max - */ - function (min, max) { - if (typeof min === "undefined") { min = 946684800000; } - if (typeof max === "undefined") { max = 1577862000000; } - return this.realInRange(min, max); - }; - Object.defineProperty(RandomDataGenerator.prototype, "angle", { - get: /** - * Returns a random angle between -180 and 180 - * @method angle - */ - function () { - return this.integerInRange(-180, 180); - }, - enumerable: true, - configurable: true - }); - return RandomDataGenerator; -})(); -/// -/** -* Device -* -* @desc Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr -* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js -* -* @version 1.0 - March 5th 2013 -* @author Richard Davey -* @author mrdoob -* @author Modernizr team -*/ -var Device = (function () { - /** - * - * @constructor - * @return {Device} This Object - */ - function Device() { - // Operating System - this.desktop = false; - /** - * - * @property iOS - * @type Boolean - */ - this.iOS = false; - /** - * - * @property android - * @type Boolean - */ - this.android = false; - /** - * - * @property chromeOS - * @type Boolean - */ - this.chromeOS = false; - /** - * - * @property linux - * @type Boolean - */ - this.linux = false; - /** - * - * @property maxOS - * @type Boolean - */ - this.macOS = false; - /** - * - * @property windows - * @type Boolean - */ - this.windows = false; - // Features - /** - * - * @property canvas - * @type Boolean - */ - this.canvas = false; - /** - * - * @property file - * @type Boolean - */ - this.file = false; - /** - * - * @property fileSystem - * @type Boolean - */ - this.fileSystem = false; - /** - * - * @property localStorage - * @type Boolean - */ - this.localStorage = false; - /** - * - * @property webGL - * @type Boolean - */ - this.webGL = false; - /** - * - * @property worker - * @type Boolean - */ - this.worker = false; - /** - * - * @property touch - * @type Boolean - */ - this.touch = false; - /** - * - * @property css3D - * @type Boolean - */ - this.css3D = false; - // Browser - /** - * - * @property arora - * @type Boolean - */ - this.arora = false; - /** - * - * @property chrome - * @type Boolean - */ - this.chrome = false; - /** - * - * @property epiphany - * @type Boolean - */ - this.epiphany = false; - /** - * - * @property firefox - * @type Boolean - */ - this.firefox = false; - /** - * - * @property ie - * @type Boolean - */ - this.ie = false; - /** - * - * @property ieVersion - * @type Number - */ - this.ieVersion = 0; - /** - * - * @property mobileSafari - * @type Boolean - */ - this.mobileSafari = false; - /** - * - * @property midori - * @type Boolean - */ - this.midori = false; - /** - * - * @property opera - * @type Boolean - */ - this.opera = false; - /** - * - * @property safari - * @type Boolean - */ - this.safari = false; - this.webApp = false; - // Audio - /** - * - * @property audioData - * @type Boolean - */ - this.audioData = false; - /** - * - * @property webaudio - * @type Boolean - */ - this.webaudio = false; - /** - * - * @property ogg - * @type Boolean - */ - this.ogg = false; - /** - * - * @property mp3 - * @type Boolean - */ - this.mp3 = false; - /** - * - * @property wav - * @type Boolean - */ - this.wav = false; - /** - * - * @property m4a - * @type Boolean - */ - this.m4a = false; - // Device - /** - * - * @property iPhone - * @type Boolean - */ - this.iPhone = false; - /** - * - * @property iPhone4 - * @type Boolean - */ - this.iPhone4 = false; - /** - * - * @property iPad - * @type Boolean - */ - this.iPad = false; - /** - * - * @property pixelRatio - * @type Number - */ - this.pixelRatio = 0; - this._checkAudio(); - this._checkBrowser(); - this._checkCSS3D(); - this._checkDevice(); - this._checkFeatures(); - this._checkOS(); - } - Device.prototype._checkOS = /** - * - * @method _checkOS - * @private - */ - function () { - var ua = navigator.userAgent; - if(/Android/.test(ua)) { - this.android = true; - } else if(/CrOS/.test(ua)) { - this.chromeOS = true; - } else if(/iP[ao]d|iPhone/i.test(ua)) { - this.iOS = true; - } else if(/Linux/.test(ua)) { - this.linux = true; - } else if(/Mac OS/.test(ua)) { - this.macOS = true; - } else if(/Windows/.test(ua)) { - this.windows = true; - } - if(this.windows || this.macOS || this.linux) { - this.desktop = true; - } - }; - Device.prototype._checkFeatures = /** - * - * @method _checkFeatures - * @private - */ - function () { - this.canvas = !!window['CanvasRenderingContext2D']; - try { - this.localStorage = !!localStorage.getItem; - } catch (error) { - this.localStorage = false; - } - this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; - this.fileSystem = !!window['requestFileSystem']; - this.webGL = !!window['WebGLRenderingContext']; - this.worker = !!window['Worker']; - if('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) { - this.touch = true; - } - }; - Device.prototype._checkBrowser = /** - * - * @method _checkBrowser - * @private - */ - function () { - var ua = navigator.userAgent; - if(/Arora/.test(ua)) { - this.arora = true; - } else if(/Chrome/.test(ua)) { - this.chrome = true; - } else if(/Epiphany/.test(ua)) { - this.epiphany = true; - } else if(/Firefox/.test(ua)) { - this.firefox = true; - } else if(/Mobile Safari/.test(ua)) { - this.mobileSafari = true; - } else if(/MSIE (\d+\.\d+);/.test(ua)) { - this.ie = true; - this.ieVersion = parseInt(RegExp.$1); - } else if(/Midori/.test(ua)) { - this.midori = true; - } else if(/Opera/.test(ua)) { - this.opera = true; - } else if(/Safari/.test(ua)) { - this.safari = true; - } - // WebApp mode in iOS - if(navigator['standalone']) { - this.webApp = true; - } - }; - Device.prototype._checkAudio = /** - * - * @method _checkAudio - * @private - */ - function () { - this.audioData = !!(window['Audio']); - this.webaudio = !!(window['webkitAudioContext'] || window['AudioContext']); - var audioElement = document.createElement('audio'); - var result = false; - try { - if(result = !!audioElement.canPlayType) { - if(audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) { - this.ogg = true; - } - if(audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) { - this.mp3 = true; - } - // Mimetypes accepted: - // developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements - // bit.ly/iphoneoscodecs - if(audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) { - this.wav = true; - } - if(audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) { - this.m4a = true; - } - } - } catch (e) { - } - }; - Device.prototype._checkDevice = /** - * - * @method _checkDevice - * @private - */ - function () { - this.pixelRatio = window['devicePixelRatio'] || 1; - this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; - this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); - this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; - }; - Device.prototype._checkCSS3D = /** - * - * @method _checkCSS3D - * @private - */ - function () { - var el = document.createElement('p'); - var has3d; - var transforms = { - 'webkitTransform': '-webkit-transform', - 'OTransform': '-o-transform', - 'msTransform': '-ms-transform', - 'MozTransform': '-moz-transform', - 'transform': 'transform' - }; - // Add it to the body to get the computed style. - document.body.insertBefore(el, null); - for(var t in transforms) { - if(el.style[t] !== undefined) { - el.style[t] = "translate3d(1px,1px,1px)"; - has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); - } - } - document.body.removeChild(el); - this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); - }; - Device.prototype.getAll = /** - * - * @method getAll - * @return {String} - */ - function () { - var output = ''; - output = output.concat('Device\n'); - output = output.concat('iPhone : ' + this.iPhone + '\n'); - output = output.concat('iPhone4 : ' + this.iPhone4 + '\n'); - output = output.concat('iPad : ' + this.iPad + '\n'); - output = output.concat('\n'); - output = output.concat('Operating System\n'); - output = output.concat('iOS: ' + this.iOS + '\n'); - output = output.concat('Android: ' + this.android + '\n'); - output = output.concat('ChromeOS: ' + this.chromeOS + '\n'); - output = output.concat('Linux: ' + this.linux + '\n'); - output = output.concat('MacOS: ' + this.macOS + '\n'); - output = output.concat('Windows: ' + this.windows + '\n'); - output = output.concat('\n'); - output = output.concat('Browser\n'); - output = output.concat('Arora: ' + this.arora + '\n'); - output = output.concat('Chrome: ' + this.chrome + '\n'); - output = output.concat('Epiphany: ' + this.epiphany + '\n'); - output = output.concat('Firefox: ' + this.firefox + '\n'); - output = output.concat('Internet Explorer: ' + this.ie + ' (' + this.ieVersion + ')\n'); - output = output.concat('Mobile Safari: ' + this.mobileSafari + '\n'); - output = output.concat('Midori: ' + this.midori + '\n'); - output = output.concat('Opera: ' + this.opera + '\n'); - output = output.concat('Safari: ' + this.safari + '\n'); - output = output.concat('\n'); - output = output.concat('Features\n'); - output = output.concat('Canvas: ' + this.canvas + '\n'); - output = output.concat('File: ' + this.file + '\n'); - output = output.concat('FileSystem: ' + this.fileSystem + '\n'); - output = output.concat('LocalStorage: ' + this.localStorage + '\n'); - output = output.concat('WebGL: ' + this.webGL + '\n'); - output = output.concat('Worker: ' + this.worker + '\n'); - output = output.concat('Touch: ' + this.touch + '\n'); - output = output.concat('CSS 3D: ' + this.css3D + '\n'); - output = output.concat('\n'); - output = output.concat('Audio\n'); - output = output.concat('Audio Data: ' + this.canvas + '\n'); - output = output.concat('Web Audio: ' + this.canvas + '\n'); - output = output.concat('Can play OGG: ' + this.canvas + '\n'); - output = output.concat('Can play MP3: ' + this.canvas + '\n'); - output = output.concat('Can play M4A: ' + this.canvas + '\n'); - output = output.concat('Can play WAV: ' + this.canvas + '\n'); - return output; - }; - return Device; -})(); -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// /** * Phaser * -* v0.8 - April 15th 2013 +* v0.9 - April 18th 2013 * * A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi. * @@ -8152,832 +12,7 @@ var Device = (function () { * "If you want them to be more intelligent, read them more fairy tales." * -- Albert Einstein */ -var Game = (function () { - function Game(callbackContext, parent, width, height, initCallback, createCallback, updateCallback, renderCallback) { - if (typeof parent === "undefined") { parent = ''; } - if (typeof width === "undefined") { width = 800; } - if (typeof height === "undefined") { height = 600; } - if (typeof initCallback === "undefined") { initCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - var _this = this; - this._maxAccumulation = 32; - this._accumulator = 0; - this._step = 0; - this._loadComplete = false; - this._paused = false; - this._pendingState = null; - this.onInitCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - this.isBooted = false; - this.callbackContext = callbackContext; - this.onInitCallback = initCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - if(document.readyState === 'complete' || document.readyState === 'interactive') { - this.boot(parent, width, height); - } else { - document.addEventListener('DOMContentLoaded', function () { - return _this.boot(parent, width, height); - }, false); - } - } - Game.VERSION = 'Phaser version 0.8'; - Game.prototype.boot = function (parent, width, height) { - var _this = this; - if(!document.body) { - window.setTimeout(function () { - return _this.boot(parent, width, height); - }, 13); - } else { - this.device = new Device(); - this.stage = new Stage(this, parent, width, height); - this.world = new World(this, width, height); - this.sound = new SoundManager(this); - this.cache = new Cache(this); - this.loader = new Loader(this, this.loadComplete); - this.time = new Time(this); - this.input = new Input(this); - this.math = new GameMath(this); - this.rnd = new RandomDataGenerator([ - (Date.now() * Math.random()).toString() - ]); - this.framerate = 60; - // Display the default game screen? - if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { - this.isBooted = false; - this.stage.drawInitScreen(); - } else { - this.isBooted = true; - this._loadComplete = false; - this._raf = new RequestAnimationFrame(this.loop, this); - if(this._pendingState) { - this.switchState(this._pendingState, false, false); - } else { - this.startState(); - } - } - } - }; - Game.prototype.loadComplete = function () { - // Called when the loader has finished after init was run - this._loadComplete = true; - }; - Game.prototype.loop = function () { - if(this._paused == true) { - if(this.onPausedCallback !== null) { - this.onPausedCallback.call(this.callbackContext); - } - return; - } - this.time.update(); - this.input.update(); - this.stage.update(); - this._accumulator += this.time.delta; - if(this._accumulator > this._maxAccumulation) { - this._accumulator = this._maxAccumulation; - } - while(this._accumulator >= this._step) { - this.time.elapsed = this.time.timeScale * (this._step / 1000); - this.world.update(); - this._accumulator = this._accumulator - this._step; - } - if(this._loadComplete && this.onUpdateCallback) { - this.onUpdateCallback.call(this.callbackContext); - } - this.world.render(); - if(this._loadComplete && this.onRenderCallback) { - this.onRenderCallback.call(this.callbackContext); - } - }; - Game.prototype.startState = function () { - if(this.onInitCallback !== null) { - this.onInitCallback.call(this.callbackContext); - } else { - // No init? Then there was nothing to load either - if(this.onCreateCallback !== null) { - this.onCreateCallback.call(this.callbackContext); - } - this._loadComplete = true; - } - }; - Game.prototype.setCallbacks = function (initCallback, createCallback, updateCallback, renderCallback) { - if (typeof initCallback === "undefined") { initCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - this.onInitCallback = initCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - }; - Game.prototype.switchState = function (state, clearWorld, clearCache) { - if (typeof clearWorld === "undefined") { clearWorld = true; } - if (typeof clearCache === "undefined") { clearCache = false; } - if(this.isBooted == false) { - this._pendingState = state; - return; - } - // Prototype? - if(typeof state === 'function') { - state = new state(this); - } - // Ok, have we got the right functions? - if(state['create'] || state['update']) { - this.callbackContext = state; - this.onInitCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - // Bingo, let's set them up - if(state['init']) { - this.onInitCallback = state['init']; - } - if(state['create']) { - this.onCreateCallback = state['create']; - } - if(state['update']) { - this.onUpdateCallback = state['update']; - } - if(state['render']) { - this.onRenderCallback = state['render']; - } - if(state['paused']) { - this.onPausedCallback = state['paused']; - } - if(clearWorld) { - this.world.destroy(); - if(clearCache == true) { - this.cache.destroy(); - } - } - this._loadComplete = false; - this.startState(); - } else { - throw Error("Invalid State object given. Must contain at least a create or update function."); - return; - } - }; - Game.prototype.destroy = // Nuke the whole game from orbit - function () { - this.callbackContext = null; - this.onInitCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - this.camera = null; - this.cache = null; - this.input = null; - this.loader = null; - this.sound = null; - this.stage = null; - this.time = null; - this.math = null; - this.world = null; - this.isBooted = false; - }; - Object.defineProperty(Game.prototype, "pause", { - get: function () { - return this._paused; - }, - set: function (value) { - if(value == true && this._paused == false) { - this._paused = true; - } else if(value == false && this._paused == true) { - this._paused = false; - this.time.time = Date.now(); - this.input.reset(); - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Game.prototype, "framerate", { - get: function () { - return 1000 / this._step; - }, - set: function (value) { - this._step = 1000 / value; - if(this._maxAccumulation < this._step) { - this._maxAccumulation = this._step; - } - }, - enumerable: true, - configurable: true - }); - Game.prototype.createCamera = // Handy Proxy methods - function (x, y, width, height) { - return this.world.createCamera(x, y, width, height); - }; - Game.prototype.createSprite = function (x, y, key) { - if (typeof key === "undefined") { key = ''; } - return this.world.createSprite(x, y, key); - }; - Game.prototype.createDynamicTexture = function (key, width, height) { - return this.world.createDynamicTexture(key, width, height); - }; - Game.prototype.createGroup = function (MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - return this.world.createGroup(MaxSize); - }; - Game.prototype.createParticle = function () { - return this.world.createParticle(); - }; - Game.prototype.createEmitter = function (x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - return this.world.createEmitter(x, y, size); - }; - Game.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { - return this.world.createTilemap(key, mapData, format, tileWidth, tileHeight); - }; - Game.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { - if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - return this.world.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, World.separate); - }; - return Game; -})(); -/// -/// -/// -/// -/// -var FrameData = (function () { - function FrameData() { - this._frames = []; - this._frameNames = []; - } - Object.defineProperty(FrameData.prototype, "total", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - FrameData.prototype.addFrame = function (frame) { - frame.index = this._frames.length; - this._frames.push(frame); - if(frame.name !== '') { - this._frameNames[frame.name] = frame.index; - } - return frame; - }; - FrameData.prototype.getFrame = function (index) { - if(this._frames[index]) { - return this._frames[index]; - } - return null; - }; - FrameData.prototype.getFrameByName = function (name) { - if(this._frameNames[name] >= 0) { - return this._frames[this._frameNames[name]]; - } - return null; - }; - FrameData.prototype.getFrameRange = function (start, end, output) { - if (typeof output === "undefined") { output = []; } - for(var i = start; i <= end; i++) { - output.push(this._frames[i]); - } - return output; - }; - FrameData.prototype.getFrameIndexes = function (output) { - if (typeof output === "undefined") { output = []; } - output.length = 0; - for(var i = 0; i < this._frames.length; i++) { - output.push(i); - } - return output; - }; - FrameData.prototype.getAllFrames = function () { - return this._frames; - }; - FrameData.prototype.getFrames = function (range) { - var output = []; - for(var i = 0; i < range.length; i++) { - output.push(this._frames[i]); - } - return output; - }; - return FrameData; -})(); -/// -/// -/// -/// -/// -var Frame = (function () { - function Frame(x, y, width, height, name) { - // Useful for Texture Atlas files (is set to the filename value) - this.name = ''; - // Rotated? (not yet implemented) - this.rotated = false; - // Either cw or ccw, rotation is always 90 degrees - this.rotationDirection = 'cw'; - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.name = name; - this.rotated = false; - this.trimmed = false; - } - Frame.prototype.setRotation = function (rotated, rotationDirection) { - // Not yet supported - }; - Frame.prototype.setTrim = function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { - this.trimmed = trimmed; - this.sourceSizeW = actualWidth; - this.sourceSizeH = actualHeight; - this.spriteSourceSizeX = destX; - this.spriteSourceSizeY = destY; - this.spriteSourceSizeW = destWidth; - this.spriteSourceSizeH = destHeight; - }; - return Frame; -})(); -/// -/// -/// -/// -/// -/** -* Animation -* -* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object -* -* @version 1.0 - 22nd March 2013 -* @author Richard Davey -*/ -var Animation = (function () { - function Animation(game, parent, frameData, name, frames, delay, looped) { - this._game = game; - this._parent = parent; - this._frames = frames; - this._frameData = frameData; - this.name = name; - this.delay = 1000 / delay; - this.looped = looped; - this.isFinished = false; - this.isPlaying = false; - } - Object.defineProperty(Animation.prototype, "frameTotal", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animation.prototype, "frame", { - get: function () { - return this._frameIndex; - }, - set: function (value) { - this.currentFrame = this._frameData.getFrame(value); - if(this.currentFrame !== null) { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Animation.prototype.play = function (frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if(frameRate !== null) { - this.delay = 1000 / frameRate; - } - if(loop !== undefined) { - this.looped = loop; - } - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - }; - Animation.prototype.onComplete = function () { - this.isPlaying = false; - this.isFinished = true; - // callback - }; - Animation.prototype.stop = function () { - this.isPlaying = false; - this.isFinished = true; - }; - Animation.prototype.update = function () { - if(this.isPlaying == true && this._game.time.now >= this._timeNextFrame) { - this._frameIndex++; - if(this._frameIndex == this._frames.length) { - if(this.looped) { - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } else { - this.onComplete(); - } - } else { - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; - return true; - } - return false; - }; - Animation.prototype.destroy = function () { - this._game = null; - this._parent = null; - this._frames = null; - this._frameData = null; - this.currentFrame = null; - this.isPlaying = false; - }; - return Animation; -})(); -/// -/// -/// -/// -/// -var AnimationLoader = (function () { - function AnimationLoader() { } - AnimationLoader.parseSpriteSheet = function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { - // How big is our image? - var img = game.cache.getImage(key); - if(img == null) { - return null; - } - var width = img.width; - var height = img.height; - var row = Math.round(width / frameWidth); - var column = Math.round(height / frameHeight); - var total = row * column; - if(frameMax !== -1) { - total = frameMax; - } - // Zero or smaller than frame sizes? - if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { - return null; - } - // Let's create some frames then - var data = new FrameData(); - var x = 0; - var y = 0; - for(var i = 0; i < total; i++) { - data.addFrame(new Frame(x, y, frameWidth, frameHeight, '')); - x += frameWidth; - if(x === width) { - x = 0; - y += frameHeight; - } - } - return data; - }; - AnimationLoader.parseJSONData = function parseJSONData(game, json) { - // Let's create some frames then - var data = new FrameData(); - // By this stage frames is a fully parsed array - var frames = json; - var newFrame; - for(var i = 0; i < frames.length; i++) { - newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); - newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); - } - return data; - }; - return AnimationLoader; -})(); -/// -var Cache = (function () { - function Cache(game) { - this._game = game; - this._canvases = { - }; - this._images = { - }; - this._sounds = { - }; - this._text = { - }; - } - Cache.prototype.addCanvas = function (key, canvas, context) { - this._canvases[key] = { - canvas: canvas, - context: context - }; - }; - Cache.prototype.addSpriteSheet = function (key, url, data, frameWidth, frameHeight, frameMax) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true, - frameWidth: frameWidth, - frameHeight: frameHeight - }; - this._images[key].frameData = AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); - }; - Cache.prototype.addTextureAtlas = function (key, url, data, jsonData) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true - }; - this._images[key].frameData = AnimationLoader.parseJSONData(this._game, jsonData); - }; - Cache.prototype.addImage = function (key, url, data) { - this._images[key] = { - url: url, - data: data, - spriteSheet: false - }; - }; - Cache.prototype.addSound = function (key, url, data) { - this._sounds[key] = { - url: url, - data: data, - decoded: false - }; - }; - Cache.prototype.decodedSound = function (key, data) { - this._sounds[key].data = data; - this._sounds[key].decoded = true; - }; - Cache.prototype.addText = function (key, url, data) { - this._text[key] = { - url: url, - data: data - }; - }; - Cache.prototype.getCanvas = function (key) { - if(this._canvases[key]) { - return this._canvases[key].canvas; - } - return null; - }; - Cache.prototype.getImage = function (key) { - if(this._images[key]) { - return this._images[key].data; - } - return null; - }; - Cache.prototype.getFrameData = function (key) { - if(this._images[key] && this._images[key].spriteSheet == true) { - return this._images[key].frameData; - } - return null; - }; - Cache.prototype.getSound = function (key) { - if(this._sounds[key]) { - return this._sounds[key].data; - } - return null; - }; - Cache.prototype.isSoundDecoded = function (key) { - if(this._sounds[key]) { - return this._sounds[key].decoded; - } - }; - Cache.prototype.isSpriteSheet = function (key) { - if(this._images[key]) { - return this._images[key].spriteSheet; - } - }; - Cache.prototype.getText = function (key) { - if(this._text[key]) { - return this._text[key].data; - } - return null; - }; - Cache.prototype.destroy = function () { - for(var item in this._canvases) { - delete this._canvases[item['key']]; - } - for(var item in this._images) { - delete this._images[item['key']]; - } - for(var item in this._sounds) { - delete this._sounds[item['key']]; - } - for(var item in this._text) { - delete this._text[item['key']]; - } - }; - return Cache; -})(); -/// -/// -/// -/// -/// -/// -/// -var Animations = (function () { - function Animations(game, parent) { - this._frameData = null; - this.currentFrame = null; - this._game = game; - this._parent = parent; - this._anims = { - }; - } - Animations.prototype.loadFrameData = function (frameData) { - this._frameData = frameData; - this.frame = 0; - }; - Animations.prototype.add = function (name, frames, frameRate, loop) { - if (typeof frames === "undefined") { frames = null; } - if (typeof frameRate === "undefined") { frameRate = 60; } - if (typeof loop === "undefined") { loop = false; } - if(this._frameData == null) { - return; - } - if(frames == null) { - frames = this._frameData.getFrameIndexes(); - } else { - if(this.validateFrames(frames) == false) { - return; - } - } - this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); - this.currentAnim = this._anims[name]; - }; - Animations.prototype.validateFrames = function (frames) { - var result = true; - for(var i = 0; i < frames.length; i++) { - if(frames[i] > this._frameData.total) { - return false; - } - } - }; - Animations.prototype.play = function (name, frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if(this._anims[name]) { - this.currentAnim = this._anims[name]; - this.currentAnim.play(frameRate, loop); - } - }; - Animations.prototype.stop = function (name) { - if(this._anims[name]) { - this.currentAnim = this._anims[name]; - this.currentAnim.stop(); - } - }; - Animations.prototype.update = function () { - if(this.currentAnim && this.currentAnim.update() == true) { - this.currentFrame = this.currentAnim.currentFrame; - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - } - }; - Object.defineProperty(Animations.prototype, "frameTotal", { - get: function () { - return this._frameData.total; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animations.prototype, "frame", { - get: function () { - return this._frameIndex; - }, - set: function (value) { - this.currentFrame = this._frameData.getFrame(value); - if(this.currentFrame !== null) { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animations.prototype, "frameName", { - get: function () { - return this.currentFrame.name; - }, - set: function (value) { - this.currentFrame = this._frameData.getFrameByName(value); - if(this.currentFrame !== null) { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = this.currentFrame.index; - } - }, - enumerable: true, - configurable: true - }); - return Animations; -})(); -/// -var State = (function () { - function State(game) { - this.game = game; - this.camera = game.camera; - this.cache = game.cache; - this.input = game.input; - this.loader = game.loader; - this.sound = game.sound; - this.stage = game.stage; - this.time = game.time; - this.math = game.math; - this.world = game.world; - } - State.prototype.init = // Overload these in your own States - function () { - }; - State.prototype.create = function () { - }; - State.prototype.update = function () { - }; - State.prototype.render = function () { - }; - State.prototype.paused = function () { - }; - State.prototype.createCamera = // Handy Proxy methods - function (x, y, width, height) { - return this.game.world.createCamera(x, y, width, height); - }; - State.prototype.createSprite = function (x, y, key) { - if (typeof key === "undefined") { key = ''; } - return this.game.world.createSprite(x, y, key); - }; - State.prototype.createGroup = function (MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - return this.game.world.createGroup(MaxSize); - }; - State.prototype.createParticle = function () { - return this.game.world.createParticle(); - }; - State.prototype.createEmitter = function (x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - return this.game.world.createEmitter(x, y, size); - }; - State.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { - return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight); - }; - State.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { - if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - return this.game.world.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, World.separate); - }; - return State; -})(); -/// -/// -/** -* A simple helper object for Tilemap that helps expand collision opportunities and control. -* You can use Tilemap.setTileProperties() to alter the collision properties and -* callback functions and filters for this object to do things like one-way tiles or whatever. -* -* @author Adam Atomic -* @author Richard Davey -*/ -var Tile = (function (_super) { - __extends(Tile, _super); - /** - * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap(). - * - * @param Tilemap A reference to the tilemap object creating the tile. - * @param Index The actual core map data index for this tile type. - * @param Width The width of the tile. - * @param Height The height of the tile. - * @param Visible Whether the tile is visible or not. - * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap(). - */ - function Tile(game, Tilemap, Index, Width, Height, Visible, AllowCollisions) { - _super.call(this, game, 0, 0, Width, Height); - this.immovable = true; - this.moves = false; - this.callback = null; - this.filter = null; - this.tilemap = Tilemap; - this.index = Index; - this.visible = Visible; - this.allowCollisions = AllowCollisions; - this.mapIndex = 0; - } - Tile.prototype.destroy = /** - * Clean up memory. - */ - function () { - _super.prototype.destroy.call(this); - this.callback = null; - this.tilemap = null; - }; - return Tile; -})(GameObject); +var Phaser; +(function (Phaser) { + Phaser.VERSION = 'Phaser version 0.9'; +})(Phaser || (Phaser = {})); diff --git a/Phaser/system/Camera.ts b/Phaser/system/Camera.ts index c951d1c28..08b1ae1e6 100644 --- a/Phaser/system/Camera.ts +++ b/Phaser/system/Camera.ts @@ -1,676 +1,682 @@ /// -/// -/// -/// +/// -class Camera { +/** +* Phaser +*/ - /** - * Instantiates a new camera at the specified location, with the specified size and zoom level. - * - * @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param Width The width of the camera display in pixels. - * @param Height The height of the camera display in pixels. - * @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution. - */ - constructor(game: Game, id: number, x: number, y: number, width: number, height: number) { +module Phaser { - this._game = game; + export class Camera { - this.ID = id; - this._stageX = x; - this._stageY = y; + /** + * Instantiates a new camera at the specified location, with the specified size and zoom level. + * + * @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param Width The width of the camera display in pixels. + * @param Height The height of the camera display in pixels. + * @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution. + */ + constructor(game: Game, id: number, x: number, y: number, width: number, height: number) { - // The view into the world canvas we wish to render - this.worldView = new Rectangle(0, 0, width, height); + this._game = game; - this.checkClip(); + this.ID = id; + this._stageX = x; + this._stageY = y; - } + // The view into the world canvas we wish to render + this.worldView = new Rectangle(0, 0, width, height); - private _game: Game; + this.checkClip(); - private _clip: bool = false; - private _stageX: number; - private _stageY: number; - private _rotation: number = 0; - private _target: Sprite = null; - private _sx: number = 0; - private _sy: number = 0; - - private _fxFlashColor: string; - private _fxFlashComplete = null; - private _fxFlashDuration: number = 0; - private _fxFlashAlpha: number = 0; - - private _fxFadeColor: string; - private _fxFadeComplete = null; - private _fxFadeDuration: number = 0; - private _fxFadeAlpha: number = 0; - - private _fxShakeIntensity: number = 0; - private _fxShakeDuration: number = 0; - private _fxShakeComplete = null; - private _fxShakeOffset: Point = new Point(0, 0); - private _fxShakeDirection: number = 0; - private _fxShakePrevX: number = 0; - private _fxShakePrevY: number = 0; - - public static STYLE_LOCKON: number = 0; - public static STYLE_PLATFORMER: number = 1; - public static STYLE_TOPDOWN: number = 2; - public static STYLE_TOPDOWN_TIGHT: number = 3; - - public static SHAKE_BOTH_AXES: number = 0; - public static SHAKE_HORIZONTAL_ONLY: number = 1; - public static SHAKE_VERTICAL_ONLY: number = 2; - - public ID: number; - public worldView: Rectangle; - public totalSpritesRendered: number; - public scale: Point = new Point(1, 1); - public scroll: Point = new Point(0, 0); - public bounds: Rectangle = null; - public deadzone: Rectangle = null; - - // Camera Border - public showBorder: bool = false; - public borderColor: string = 'rgb(255,255,255)'; - - // Camera Background Color - public opaque: bool = true; - private _bgColor: string = 'rgb(0,0,0)'; - private _bgTexture; - private _bgTextureRepeat: string = 'repeat'; - - // Camera Shadow - public showShadow: bool = false; - public shadowColor: string = 'rgb(0,0,0)'; - public shadowBlur: number = 10; - public shadowOffset: Point = new Point(4, 4); - - public visible: bool = true; - public alpha: number = 1; - - // The x/y position of the current input event in world coordinates - public inputX: number = 0; - public inputY: number = 0; - - /** - * The camera is filled with this color and returns to normal at the given duration. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - public flash(color: number = 0xffffff, duration: number = 1, onComplete = null, force: bool = false) { - - if (force === false && this._fxFlashAlpha > 0) - { - // You can't flash again unless you force it - return; } - if (duration <= 0) - { - duration = 1; + private _game: Game; + + private _clip: bool = false; + private _stageX: number; + private _stageY: number; + private _rotation: number = 0; + private _target: Sprite = null; + private _sx: number = 0; + private _sy: number = 0; + + private _fxFlashColor: string; + private _fxFlashComplete = null; + private _fxFlashDuration: number = 0; + private _fxFlashAlpha: number = 0; + + private _fxFadeColor: string; + private _fxFadeComplete = null; + private _fxFadeDuration: number = 0; + private _fxFadeAlpha: number = 0; + + private _fxShakeIntensity: number = 0; + private _fxShakeDuration: number = 0; + private _fxShakeComplete = null; + private _fxShakeOffset: Point = new Point(0, 0); + private _fxShakeDirection: number = 0; + private _fxShakePrevX: number = 0; + private _fxShakePrevY: number = 0; + + public static STYLE_LOCKON: number = 0; + public static STYLE_PLATFORMER: number = 1; + public static STYLE_TOPDOWN: number = 2; + public static STYLE_TOPDOWN_TIGHT: number = 3; + + public static SHAKE_BOTH_AXES: number = 0; + public static SHAKE_HORIZONTAL_ONLY: number = 1; + public static SHAKE_VERTICAL_ONLY: number = 2; + + public ID: number; + public worldView: Rectangle; + public totalSpritesRendered: number; + public scale: Point = new Point(1, 1); + public scroll: Point = new Point(0, 0); + public bounds: Rectangle = null; + public deadzone: Rectangle = null; + + // Camera Border + public showBorder: bool = false; + public borderColor: string = 'rgb(255,255,255)'; + + // Camera Background Color + public opaque: bool = true; + private _bgColor: string = 'rgb(0,0,0)'; + private _bgTexture; + private _bgTextureRepeat: string = 'repeat'; + + // Camera Shadow + public showShadow: bool = false; + public shadowColor: string = 'rgb(0,0,0)'; + public shadowBlur: number = 10; + public shadowOffset: Point = new Point(4, 4); + + public visible: bool = true; + public alpha: number = 1; + + // The x/y position of the current input event in world coordinates + public inputX: number = 0; + public inputY: number = 0; + + /** + * The camera is filled with this color and returns to normal at the given duration. + * + * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. + * @param Duration How long it takes for the flash to fade. + * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. + * @param Force Force an already running flash effect to reset. + */ + public flash(color: number = 0xffffff, duration: number = 1, onComplete = null, force: bool = false) { + + if (force === false && this._fxFlashAlpha > 0) + { + // You can't flash again unless you force it + return; + } + + if (duration <= 0) + { + duration = 1; + } + + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + + this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ','; + this._fxFlashDuration = duration; + this._fxFlashAlpha = 1; + this._fxFlashComplete = onComplete; + } - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; + /** + * The camera is gradually filled with this color. + * + * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. + * @param Duration How long it takes for the flash to fade. + * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. + * @param Force Force an already running flash effect to reset. + */ + public fade(color: number = 0x000000, duration: number = 1, onComplete = null, force: bool = false) { - this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFlashDuration = duration; - this._fxFlashAlpha = 1; - this._fxFlashComplete = onComplete; + if (force === false && this._fxFadeAlpha > 0) + { + // You can't fade again unless you force it + return; + } - } + if (duration <= 0) + { + duration = 1; + } - /** - * The camera is gradually filled with this color. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - public fade(color: number = 0x000000, duration: number = 1, onComplete = null, force: bool = false) { + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + + this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ','; + this._fxFadeDuration = duration; + this._fxFadeAlpha = 0.01; + this._fxFadeComplete = onComplete; - if (force === false && this._fxFadeAlpha > 0) - { - // You can't fade again unless you force it - return; } - if (duration <= 0) - { - duration = 1; - } + /** + * A simple screen-shake effect. + * + * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. + * @param Duration The length in seconds that the shaking effect should last. + * @param OnComplete A function you want to run when the shake effect finishes. + * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). + * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). + */ + public shake(intensity: number = 0.05, duration: number = 0.5, onComplete = null, force: bool = true, direction: number = Camera.SHAKE_BOTH_AXES) { - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; + if (!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) + { + return; + } - this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFadeDuration = duration; - this._fxFadeAlpha = 0.01; - this._fxFadeComplete = onComplete; + // If a shake is not already running we need to store the offsets here + if (this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) + { + this._fxShakePrevX = this._stageX; + this._fxShakePrevY = this._stageY; + } - } - - /** - * A simple screen-shake effect. - * - * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. - * @param Duration The length in seconds that the shaking effect should last. - * @param OnComplete A function you want to run when the shake effect finishes. - * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). - * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). - */ - public shake(intensity: number = 0.05, duration: number = 0.5, onComplete = null, force: bool = true, direction: number = Camera.SHAKE_BOTH_AXES) { - - if (!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) - { - return; - } - - // If a shake is not already running we need to store the offsets here - if (this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) - { - this._fxShakePrevX = this._stageX; - this._fxShakePrevY = this._stageY; - } - - this._fxShakeIntensity = intensity; - this._fxShakeDuration = duration; - this._fxShakeComplete = onComplete; - this._fxShakeDirection = direction; - this._fxShakeOffset.setTo(0, 0); - - } - - /** - * Just turns off all the camera effects instantly. - */ - public stopFX() { - - this._fxFlashAlpha = 0; - this._fxFadeAlpha = 0; - - if (this._fxShakeDuration !== 0) - { - this._fxShakeDuration = 0; + this._fxShakeIntensity = intensity; + this._fxShakeDuration = duration; + this._fxShakeComplete = onComplete; + this._fxShakeDirection = direction; this._fxShakeOffset.setTo(0, 0); - this._stageX = this._fxShakePrevX; - this._stageY = this._fxShakePrevY; - } - - } - - public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) { - - this._target = target; - var helper: number; - - switch (style) - { - case Camera.STYLE_PLATFORMER: - var w: number = this.width / 8; - var h: number = this.height / 3; - this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); - break; - case Camera.STYLE_TOPDOWN: - helper = Math.max(this.width, this.height) / 4; - this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_TOPDOWN_TIGHT: - helper = Math.max(this.width, this.height) / 8; - this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_LOCKON: - default: - this.deadzone = null; - break; - } - - } - - public focusOnXY(x: number, y: number) { - - x += (x > 0) ? 0.0000001 : -0.0000001; - y += (y > 0) ? 0.0000001 : -0.0000001; - - this.scroll.x = Math.round(x - this.worldView.halfWidth); - this.scroll.y = Math.round(y - this.worldView.halfHeight); - - } - - public focusOn(point: Point) { - - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - - this.scroll.x = Math.round(point.x - this.worldView.halfWidth); - this.scroll.y = Math.round(point.y - this.worldView.halfHeight); - - } - - /** - * Specify the boundaries of the world or where the camera is allowed to move. - * - * @param X The smallest X value of your world (usually 0). - * @param Y The smallest Y value of your world (usually 0). - * @param Width The largest X value of your world (usually the world width). - * @param Height The largest Y value of your world (usually the world height). - * @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false). - */ - public setBounds(X: number = 0, Y: number = 0, Width: number = 0, Height: number = 0, UpdateWorld: bool = false) { - - if (this.bounds == null) - { - this.bounds = new Rectangle(); - } - - this.bounds.setTo(X, Y, Width, Height); - - //if(UpdateWorld) - // FlxG.worldBounds.copyFrom(bounds); - - this.update(); - } - - public update() { - - if (this._target !== null) - { - if (this.deadzone == null) - { - this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y); - } - else - { - var edge: number; - var targetX: number = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); - var targetY: number = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); - - edge = targetX - this.deadzone.x; - - if (this.scroll.x > edge) - { - this.scroll.x = edge; - } - - edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; - - if (this.scroll.x < edge) - { - this.scroll.x = edge; - } - - edge = targetY - this.deadzone.y; - - if (this.scroll.y > edge) - { - this.scroll.y = edge; - } - - edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; - - if (this.scroll.y < edge) - { - this.scroll.y = edge; - } - } } - // Make sure we didn't go outside the camera's bounds - if (this.bounds !== null) - { - if (this.scroll.x < this.bounds.left) - { - this.scroll.x = this.bounds.left; - } + /** + * Just turns off all the camera effects instantly. + */ + public stopFX() { - if (this.scroll.x > this.bounds.right - this.width) - { - this.scroll.x = this.bounds.right - this.width; - } + this._fxFlashAlpha = 0; + this._fxFadeAlpha = 0; - if (this.scroll.y < this.bounds.top) - { - this.scroll.y = this.bounds.top; - } - - if (this.scroll.y > this.bounds.bottom - this.height) - { - this.scroll.y = this.bounds.bottom - this.height; - } - } - - this.worldView.x = this.scroll.x; - this.worldView.y = this.scroll.y; - - // Input values - this.inputX = this.worldView.x + this._game.input.x; - this.inputY = this.worldView.y + this._game.input.y; - - // Update the Flash effect - if (this._fxFlashAlpha > 0) - { - this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration; - this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2); - - if (this._fxFlashAlpha <= 0) - { - this._fxFlashAlpha = 0; - - if (this._fxFlashComplete !== null) - { - this._fxFlashComplete(); - } - } - } - - // Update the Fade effect - if (this._fxFadeAlpha > 0) - { - this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration; - this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2); - - if (this._fxFadeAlpha >= 1) - { - this._fxFadeAlpha = 1; - - if (this._fxFadeComplete !== null) - { - this._fxFadeComplete(); - } - } - } - - // Update the "shake" special effect - if (this._fxShakeDuration > 0) - { - this._fxShakeDuration -= this._game.time.elapsed; - this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2); - - if (this._fxShakeDuration <= 0) + if (this._fxShakeDuration !== 0) { this._fxShakeDuration = 0; this._fxShakeOffset.setTo(0, 0); this._stageX = this._fxShakePrevX; this._stageY = this._fxShakePrevY; - - if (this._fxShakeComplete != null) - { - this._fxShakeComplete(); - } } - else + + } + + public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) { + + this._target = target; + var helper: number; + + switch (style) { - if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY)) - { - //this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom; - this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width); - } - - if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY)) - { - //this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom; - this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height); - } + case Camera.STYLE_PLATFORMER: + var w: number = this.width / 8; + var h: number = this.height / 3; + this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); + break; + case Camera.STYLE_TOPDOWN: + helper = Math.max(this.width, this.height) / 4; + this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Camera.STYLE_TOPDOWN_TIGHT: + helper = Math.max(this.width, this.height) / 8; + this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Camera.STYLE_LOCKON: + default: + this.deadzone = null; + break; } } - } + public focusOnXY(x: number, y: number) { - public render() { + x += (x > 0) ? 0.0000001 : -0.0000001; + y += (y > 0) ? 0.0000001 : -0.0000001; + + this.scroll.x = Math.round(x - this.worldView.halfWidth); + this.scroll.y = Math.round(y - this.worldView.halfHeight); - if (this.visible === false && this.alpha < 0.1) - { - return; } - if ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) - { - //this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x; - //this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y; - this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x; - this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y; - //console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y); + public focusOn(point: Point) { + + point.x += (point.x > 0) ? 0.0000001 : -0.0000001; + point.y += (point.y > 0) ? 0.0000001 : -0.0000001; + + this.scroll.x = Math.round(point.x - this.worldView.halfWidth); + this.scroll.y = Math.round(point.y - this.worldView.halfHeight); + } - //if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) - //{ + /** + * Specify the boundaries of the world or where the camera is allowed to move. + * + * @param X The smallest X value of your world (usually 0). + * @param Y The smallest Y value of your world (usually 0). + * @param Width The largest X value of your world (usually the world width). + * @param Height The largest Y value of your world (usually the world height). + * @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false). + */ + public setBounds(X: number = 0, Y: number = 0, Width: number = 0, Height: number = 0, UpdateWorld: bool = false) { + + if (this.bounds == null) + { + this.bounds = new Rectangle(); + } + + this.bounds.setTo(X, Y, Width, Height); + + //if(UpdateWorld) + // FlxG.worldBounds.copyFrom(bounds); + + this.update(); + } + + public update() { + + if (this._target !== null) + { + if (this.deadzone == null) + { + this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y); + } + else + { + var edge: number; + var targetX: number = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); + var targetY: number = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); + + edge = targetX - this.deadzone.x; + + if (this.scroll.x > edge) + { + this.scroll.x = edge; + } + + edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; + + if (this.scroll.x < edge) + { + this.scroll.x = edge; + } + + edge = targetY - this.deadzone.y; + + if (this.scroll.y > edge) + { + this.scroll.y = edge; + } + + edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; + + if (this.scroll.y < edge) + { + this.scroll.y = edge; + } + } + + } + + // Make sure we didn't go outside the camera's bounds + if (this.bounds !== null) + { + if (this.scroll.x < this.bounds.left) + { + this.scroll.x = this.bounds.left; + } + + if (this.scroll.x > this.bounds.right - this.width) + { + this.scroll.x = this.bounds.right - this.width; + } + + if (this.scroll.y < this.bounds.top) + { + this.scroll.y = this.bounds.top; + } + + if (this.scroll.y > this.bounds.bottom - this.height) + { + this.scroll.y = this.bounds.bottom - this.height; + } + } + + this.worldView.x = this.scroll.x; + this.worldView.y = this.scroll.y; + + // Input values + this.inputX = this.worldView.x + this._game.input.x; + this.inputY = this.worldView.y + this._game.input.y; + + // Update the Flash effect + if (this._fxFlashAlpha > 0) + { + this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration; + this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2); + + if (this._fxFlashAlpha <= 0) + { + this._fxFlashAlpha = 0; + + if (this._fxFlashComplete !== null) + { + this._fxFlashComplete(); + } + } + } + + // Update the Fade effect + if (this._fxFadeAlpha > 0) + { + this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration; + this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2); + + if (this._fxFadeAlpha >= 1) + { + this._fxFadeAlpha = 1; + + if (this._fxFadeComplete !== null) + { + this._fxFadeComplete(); + } + } + } + + // Update the "shake" special effect + if (this._fxShakeDuration > 0) + { + this._fxShakeDuration -= this._game.time.elapsed; + this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2); + + if (this._fxShakeDuration <= 0) + { + this._fxShakeDuration = 0; + this._fxShakeOffset.setTo(0, 0); + this._stageX = this._fxShakePrevX; + this._stageY = this._fxShakePrevY; + + if (this._fxShakeComplete != null) + { + this._fxShakeComplete(); + } + } + else + { + if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY)) + { + //this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom; + this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width); + } + + if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY)) + { + //this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom; + this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height); + } + } + + } + + } + + public render() { + + if (this.visible === false && this.alpha < 0.1) + { + return; + } + + if ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) + { + //this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x; + //this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y; + this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x; + this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y; + //console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y); + } + + //if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) + //{ //this._game.stage.context.save(); - //} + //} - // It may be safe/quicker to just save the context every frame regardless - this._game.stage.context.save(); + // It may be safe/quicker to just save the context every frame regardless + this._game.stage.context.save(); - if (this.alpha !== 1) - { - this._game.stage.context.globalAlpha = this.alpha; - } - - this._sx = this._stageX; - this._sy = this._stageY; - - // Shadow - if (this.showShadow) - { - this._game.stage.context.shadowColor = this.shadowColor; - this._game.stage.context.shadowBlur = this.shadowBlur; - this._game.stage.context.shadowOffsetX = this.shadowOffset.x; - this._game.stage.context.shadowOffsetY = this.shadowOffset.y; - } - - // Scale on - if (this.scale.x !== 1 || this.scale.y !== 1) - { - this._game.stage.context.scale(this.scale.x, this.scale.y); - this._sx = this._sx / this.scale.x; - this._sy = this._sy / this.scale.y; - } - - // Rotation - translate to the mid-point of the camera - if (this._rotation !== 0) - { - this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); - this._game.stage.context.rotate(this._rotation * (Math.PI / 180)); - - // now shift back to where that should actually render - this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); - } - - - // Background - if (this.opaque == true) - { - if (this._bgTexture) + if (this.alpha !== 1) { - this._game.stage.context.fillStyle = this._bgTexture; + this._game.stage.context.globalAlpha = this.alpha; + } + + this._sx = this._stageX; + this._sy = this._stageY; + + // Shadow + if (this.showShadow) + { + this._game.stage.context.shadowColor = this.shadowColor; + this._game.stage.context.shadowBlur = this.shadowBlur; + this._game.stage.context.shadowOffsetX = this.shadowOffset.x; + this._game.stage.context.shadowOffsetY = this.shadowOffset.y; + } + + // Scale on + if (this.scale.x !== 1 || this.scale.y !== 1) + { + this._game.stage.context.scale(this.scale.x, this.scale.y); + this._sx = this._sx / this.scale.x; + this._sy = this._sy / this.scale.y; + } + + // Rotation - translate to the mid-point of the camera + if (this._rotation !== 0) + { + this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); + this._game.stage.context.rotate(this._rotation * (Math.PI / 180)); + + // now shift back to where that should actually render + this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); + } + + + // Background + if (this.opaque == true) + { + if (this._bgTexture) + { + this._game.stage.context.fillStyle = this._bgTexture; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + else + { + this._game.stage.context.fillStyle = this._bgColor; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + } + + // Shadow off + if (this.showShadow) + { + this._game.stage.context.shadowBlur = 0; + this._game.stage.context.shadowOffsetX = 0; + this._game.stage.context.shadowOffsetY = 0; + } + + // Clip the camera so we don't get sprites appearing outside the edges + if (this._clip) + { + this._game.stage.context.beginPath(); + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.closePath(); + this._game.stage.context.clip(); + } + + //this.totalSpritesRendered = this._game.world.renderSpritesInCamera(this.worldView, sx, sy); + //this._game.world.group.render(this.worldView, this.worldView.x, this.worldView.y, sx, sy); + this._game.world.group.render(this, this._sx, this._sy); + + if (this.showBorder) + { + this._game.stage.context.strokeStyle = this.borderColor; + this._game.stage.context.lineWidth = 1; + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.stroke(); + } + + // "Flash" FX + if (this._fxFlashAlpha > 0) + { + this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')'; this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); } + + // "Fade" FX + if (this._fxFadeAlpha > 0) + { + this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')'; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + + // Scale off + if (this.scale.x !== 1 || this.scale.y !== 1) + { + this._game.stage.context.scale(1, 1); + } + + if (this._rotation !== 0 || this._clip) + { + this._game.stage.context.translate(0, 0); + //this._game.stage.context.restore(); + } + + // maybe just do this every frame regardless? + this._game.stage.context.restore(); + + if (this.alpha !== 1) + { + this._game.stage.context.globalAlpha = 1; + } + + } + + public set backgroundColor(color: string) { + + this._bgColor = color; + + } + + public get backgroundColor(): string { + return this._bgColor; + } + + public setTexture(key: string, repeat?: string = 'repeat') { + + this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); + this._bgTextureRepeat = repeat; + + } + + public setPosition(x: number, y: number) { + + this._stageX = x; + this._stageY = y; + + this.checkClip(); + + } + + public setSize(width: number, height: number) { + + this.worldView.width = width; + this.worldView.height = height; + + this.checkClip(); + + } + + public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { + + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); + this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); + + if (this.bounds) + { + this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); + } + + } + + public get x(): number { + return this._stageX; + } + + public set x(value: number) { + this._stageX = value; + this.checkClip(); + } + + public get y(): number { + return this._stageY; + } + + public set y(value: number) { + this._stageY = value; + this.checkClip(); + } + + public get width(): number { + return this.worldView.width; + } + + public set width(value: number) { + this.worldView.width = value; + this.checkClip(); + } + + public get height(): number { + return this.worldView.height; + } + + public set height(value: number) { + this.worldView.height = value; + this.checkClip(); + } + + public get rotation(): number { + return this._rotation; + } + + public set rotation(value: number) { + this._rotation = this._game.math.wrap(value, 360, 0); + } + + private checkClip() { + + if (this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) + { + this._clip = true; + } else { - this._game.stage.context.fillStyle = this._bgColor; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._clip = false; } - } - // Shadow off - if (this.showShadow) - { - this._game.stage.context.shadowBlur = 0; - this._game.stage.context.shadowOffsetX = 0; - this._game.stage.context.shadowOffsetY = 0; - } - - // Clip the camera so we don't get sprites appearing outside the edges - if (this._clip) - { - this._game.stage.context.beginPath(); - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.closePath(); - this._game.stage.context.clip(); - } - - //this.totalSpritesRendered = this._game.world.renderSpritesInCamera(this.worldView, sx, sy); - //this._game.world.group.render(this.worldView, this.worldView.x, this.worldView.y, sx, sy); - this._game.world.group.render(this, this._sx, this._sy); - - if (this.showBorder) - { - this._game.stage.context.strokeStyle = this.borderColor; - this._game.stage.context.lineWidth = 1; - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.stroke(); - } - - // "Flash" FX - if (this._fxFlashAlpha > 0) - { - this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')'; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - - // "Fade" FX - if (this._fxFadeAlpha > 0) - { - this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')'; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - - // Scale off - if (this.scale.x !== 1 || this.scale.y !== 1) - { - this._game.stage.context.scale(1, 1); - } - - if (this._rotation !== 0 || this._clip) - { - this._game.stage.context.translate(0, 0); - //this._game.stage.context.restore(); - } - - // maybe just do this every frame regardless? - this._game.stage.context.restore(); - - if (this.alpha !== 1) - { - this._game.stage.context.globalAlpha = 1; - } - - } - - public set backgroundColor(color: string) { - - this._bgColor = color; - - } - - public get backgroundColor(): string { - return this._bgColor; - } - - public setTexture(key:string, repeat?: string = 'repeat') { - - this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); - this._bgTextureRepeat = repeat; - - } - - public setPosition(x: number, y: number) { - - this._stageX = x; - this._stageY = y; - - this.checkClip(); - - } - - public setSize(width: number, height: number) { - - this.worldView.width = width; - this.worldView.height = height; - - this.checkClip(); - - } - - public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { - - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); - this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); - - if (this.bounds) - { - this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); - } - - } - - public get x(): number { - return this._stageX; - } - - public set x(value: number) { - this._stageX = value; - this.checkClip(); - } - - public get y(): number { - return this._stageY; - } - - public set y(value: number) { - this._stageY = value; - this.checkClip(); - } - - public get width(): number { - return this.worldView.width; - } - - public set width(value: number) { - this.worldView.width = value; - this.checkClip(); - } - - public get height(): number { - return this.worldView.height; - } - - public set height(value: number) { - this.worldView.height = value; - this.checkClip(); - } - - public get rotation(): number { - return this._rotation; - } - - public set rotation(value: number) { - this._rotation = this._game.math.wrap(value, 360, 0); - } - - private checkClip() { - - if (this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) - { - this._clip = true; - } - else - { - this._clip = false; } } diff --git a/Phaser/system/Device.ts b/Phaser/system/Device.ts index 7ba0e82eb..b09a8bdeb 100644 --- a/Phaser/system/Device.ts +++ b/Phaser/system/Device.ts @@ -12,551 +12,559 @@ * @author Modernizr team */ -class Device { +/** +* Phaser +*/ - /** - * - * @constructor - * @return {Device} This Object - */ - constructor() { +module Phaser { - this._checkAudio(); - this._checkBrowser(); - this._checkCSS3D(); - this._checkDevice(); - this._checkFeatures(); - this._checkOS(); + export class Device { - } + /** + * + * @constructor + * @return {Device} This Object + */ + constructor() { - // Operating System + this._checkAudio(); + this._checkBrowser(); + this._checkCSS3D(); + this._checkDevice(); + this._checkFeatures(); + this._checkOS(); - public desktop: bool = false; - - /** - * - * @property iOS - * @type Boolean - */ - public iOS: bool = false; - - /** - * - * @property android - * @type Boolean - */ - public android: bool = false; - - /** - * - * @property chromeOS - * @type Boolean - */ - public chromeOS: bool = false; - - /** - * - * @property linux - * @type Boolean - */ - public linux: bool = false; - - /** - * - * @property maxOS - * @type Boolean - */ - public macOS: bool = false; - - /** - * - * @property windows - * @type Boolean - */ - public windows: bool = false; - - // Features - - /** - * - * @property canvas - * @type Boolean - */ - public canvas: bool = false; - - /** - * - * @property file - * @type Boolean - */ - public file: bool = false; - - /** - * - * @property fileSystem - * @type Boolean - */ - public fileSystem: bool = false; - - /** - * - * @property localStorage - * @type Boolean - */ - public localStorage: bool = false; - - /** - * - * @property webGL - * @type Boolean - */ - public webGL: bool = false; - - /** - * - * @property worker - * @type Boolean - */ - public worker: bool = false; - - /** - * - * @property touch - * @type Boolean - */ - public touch: bool = false; - - /** - * - * @property css3D - * @type Boolean - */ - public css3D: bool = false; - - // Browser - - /** - * - * @property arora - * @type Boolean - */ - public arora: bool = false; - - /** - * - * @property chrome - * @type Boolean - */ - public chrome: bool = false; - - /** - * - * @property epiphany - * @type Boolean - */ - public epiphany: bool = false; - - /** - * - * @property firefox - * @type Boolean - */ - public firefox: bool = false; - - /** - * - * @property ie - * @type Boolean - */ - public ie: bool = false; - - /** - * - * @property ieVersion - * @type Number - */ - public ieVersion: number = 0; - - /** - * - * @property mobileSafari - * @type Boolean - */ - public mobileSafari: bool = false; - - /** - * - * @property midori - * @type Boolean - */ - public midori: bool = false; - - /** - * - * @property opera - * @type Boolean - */ - public opera: bool = false; - - /** - * - * @property safari - * @type Boolean - */ - public safari: bool = false; - public webApp: bool = false; - - // Audio - - /** - * - * @property audioData - * @type Boolean - */ - public audioData: bool = false; - - /** - * - * @property webaudio - * @type Boolean - */ - public webaudio: bool = false; - - /** - * - * @property ogg - * @type Boolean - */ - public ogg: bool = false; - - /** - * - * @property mp3 - * @type Boolean - */ - public mp3: bool = false; - - /** - * - * @property wav - * @type Boolean - */ - public wav: bool = false; - - /** - * - * @property m4a - * @type Boolean - */ - public m4a: bool = false; - - // Device - - /** - * - * @property iPhone - * @type Boolean - */ - public iPhone: bool = false; - - /** - * - * @property iPhone4 - * @type Boolean - */ - public iPhone4: bool = false; - - /** - * - * @property iPad - * @type Boolean - */ - public iPad: bool = false; - - /** - * - * @property pixelRatio - * @type Number - */ - public pixelRatio: number = 0; - - /** - * - * @method _checkOS - * @private - */ - private _checkOS() { - - var ua = navigator.userAgent; - - if (/Android/.test(ua)) - { - this.android = true; - } - else if (/CrOS/.test(ua)) - { - this.chromeOS = true; - } - else if (/iP[ao]d|iPhone/i.test(ua)) - { - this.iOS = true; - } - else if (/Linux/.test(ua)) - { - this.linux = true; - } - else if (/Mac OS/.test(ua)) - { - this.macOS = true; - } - else if (/Windows/.test(ua)) - { - this.windows = true; } - if (this.windows || this.macOS || this.linux) - { - this.desktop = true; - } + // Operating System - } + public desktop: bool = false; - /** - * - * @method _checkFeatures - * @private - */ - private _checkFeatures() { + /** + * + * @property iOS + * @type Boolean + */ + public iOS: bool = false; - this.canvas = !!window['CanvasRenderingContext2D']; + /** + * + * @property android + * @type Boolean + */ + public android: bool = false; - try - { - this.localStorage = !!localStorage.getItem; - } - catch (error) - { - this.localStorage = false; - } + /** + * + * @property chromeOS + * @type Boolean + */ + public chromeOS: bool = false; - this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; - this.fileSystem = !!window['requestFileSystem']; - this.webGL = !!window['WebGLRenderingContext']; - this.worker = !!window['Worker']; + /** + * + * @property linux + * @type Boolean + */ + public linux: bool = false; - if ('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) - { - this.touch = true; - } + /** + * + * @property maxOS + * @type Boolean + */ + public macOS: bool = false; - } + /** + * + * @property windows + * @type Boolean + */ + public windows: bool = false; - /** - * - * @method _checkBrowser - * @private - */ - private _checkBrowser() { + // Features - var ua = navigator.userAgent; + /** + * + * @property canvas + * @type Boolean + */ + public canvas: bool = false; - if (/Arora/.test(ua)) - { - this.arora = true; - } - else if (/Chrome/.test(ua)) - { - this.chrome = true; - } - else if (/Epiphany/.test(ua)) - { - this.epiphany = true; - } - else if (/Firefox/.test(ua)) - { - this.firefox = true; - } - else if (/Mobile Safari/.test(ua)) - { - this.mobileSafari = true; - } - else if (/MSIE (\d+\.\d+);/.test(ua)) + /** + * + * @property file + * @type Boolean + */ + public file: bool = false; + + /** + * + * @property fileSystem + * @type Boolean + */ + public fileSystem: bool = false; + + /** + * + * @property localStorage + * @type Boolean + */ + public localStorage: bool = false; + + /** + * + * @property webGL + * @type Boolean + */ + public webGL: bool = false; + + /** + * + * @property worker + * @type Boolean + */ + public worker: bool = false; + + /** + * + * @property touch + * @type Boolean + */ + public touch: bool = false; + + /** + * + * @property css3D + * @type Boolean + */ + public css3D: bool = false; + + // Browser + + /** + * + * @property arora + * @type Boolean + */ + public arora: bool = false; + + /** + * + * @property chrome + * @type Boolean + */ + public chrome: bool = false; + + /** + * + * @property epiphany + * @type Boolean + */ + public epiphany: bool = false; + + /** + * + * @property firefox + * @type Boolean + */ + public firefox: bool = false; + + /** + * + * @property ie + * @type Boolean + */ + public ie: bool = false; + + /** + * + * @property ieVersion + * @type Number + */ + public ieVersion: number = 0; + + /** + * + * @property mobileSafari + * @type Boolean + */ + public mobileSafari: bool = false; + + /** + * + * @property midori + * @type Boolean + */ + public midori: bool = false; + + /** + * + * @property opera + * @type Boolean + */ + public opera: bool = false; + + /** + * + * @property safari + * @type Boolean + */ + public safari: bool = false; + public webApp: bool = false; + + // Audio + + /** + * + * @property audioData + * @type Boolean + */ + public audioData: bool = false; + + /** + * + * @property webaudio + * @type Boolean + */ + public webaudio: bool = false; + + /** + * + * @property ogg + * @type Boolean + */ + public ogg: bool = false; + + /** + * + * @property mp3 + * @type Boolean + */ + public mp3: bool = false; + + /** + * + * @property wav + * @type Boolean + */ + public wav: bool = false; + + /** + * + * @property m4a + * @type Boolean + */ + public m4a: bool = false; + + // Device + + /** + * + * @property iPhone + * @type Boolean + */ + public iPhone: bool = false; + + /** + * + * @property iPhone4 + * @type Boolean + */ + public iPhone4: bool = false; + + /** + * + * @property iPad + * @type Boolean + */ + public iPad: bool = false; + + /** + * + * @property pixelRatio + * @type Number + */ + public pixelRatio: number = 0; + + /** + * + * @method _checkOS + * @private + */ + private _checkOS() { + + var ua = navigator.userAgent; + + if (/Android/.test(ua)) { - this.ie = true; - this.ieVersion = parseInt(RegExp.$1); - } - else if (/Midori/.test(ua)) - { - this.midori = true; - } - else if (/Opera/.test(ua)) - { - this.opera = true; - } - else if (/Safari/.test(ua)) - { - this.safari = true; - } - - // WebApp mode in iOS - if (navigator['standalone']) - { - this.webApp = true; - } - - } - - /** - * - * @method _checkAudio - * @private - */ - private _checkAudio() { - - this.audioData = !!(window['Audio']); - this.webaudio = !!(window['webkitAudioContext'] || window['AudioContext']); - - var audioElement: HTMLAudioElement = document.createElement('audio'); - var result = false; - - try - { - if (result = !!audioElement.canPlayType) + this.android = true; + } + else if (/CrOS/.test(ua)) { - if (audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) - { - this.ogg = true; - } + this.chromeOS = true; + } + else if (/iP[ao]d|iPhone/i.test(ua)) + { + this.iOS = true; + } + else if (/Linux/.test(ua)) + { + this.linux = true; + } + else if (/Mac OS/.test(ua)) + { + this.macOS = true; + } + else if (/Windows/.test(ua)) + { + this.windows = true; + } - if (audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) - { - this.mp3 = true; - } + if (this.windows || this.macOS || this.linux) + { + this.desktop = true; + } - // Mimetypes accepted: - // developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements - // bit.ly/iphoneoscodecs - if (audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) - { - this.wav = true; - } + } - if (audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) + /** + * + * @method _checkFeatures + * @private + */ + private _checkFeatures() { + + this.canvas = !!window['CanvasRenderingContext2D']; + + try + { + this.localStorage = !!localStorage.getItem; + } + catch (error) + { + this.localStorage = false; + } + + this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; + this.fileSystem = !!window['requestFileSystem']; + this.webGL = !!window['WebGLRenderingContext']; + this.worker = !!window['Worker']; + + if ('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) + { + this.touch = true; + } + + } + + /** + * + * @method _checkBrowser + * @private + */ + private _checkBrowser() { + + var ua = navigator.userAgent; + + if (/Arora/.test(ua)) + { + this.arora = true; + } + else if (/Chrome/.test(ua)) + { + this.chrome = true; + } + else if (/Epiphany/.test(ua)) + { + this.epiphany = true; + } + else if (/Firefox/.test(ua)) + { + this.firefox = true; + } + else if (/Mobile Safari/.test(ua)) + { + this.mobileSafari = true; + } + else if (/MSIE (\d+\.\d+);/.test(ua)) { - this.m4a = true; + this.ie = true; + this.ieVersion = parseInt(RegExp.$1); + } + else if (/Midori/.test(ua)) + { + this.midori = true; + } + else if (/Opera/.test(ua)) + { + this.opera = true; + } + else if (/Safari/.test(ua)) + { + this.safari = true; + } + + // WebApp mode in iOS + if (navigator['standalone']) + { + this.webApp = true; + } + + } + + /** + * + * @method _checkAudio + * @private + */ + private _checkAudio() { + + this.audioData = !!(window['Audio']); + this.webaudio = !!(window['webkitAudioContext'] || window['AudioContext']); + + var audioElement: HTMLAudioElement = document.createElement('audio'); + var result = false; + + try + { + if (result = !!audioElement.canPlayType) + { + if (audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) + { + this.ogg = true; + } + + if (audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) + { + this.mp3 = true; + } + + // Mimetypes accepted: + // developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements + // bit.ly/iphoneoscodecs + if (audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) + { + this.wav = true; + } + + if (audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) + { + this.m4a = true; + } + } + } catch (e) { } + + } + + /** + * + * @method _checkDevice + * @private + */ + private _checkDevice() { + + this.pixelRatio = window['devicePixelRatio'] || 1; + this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; + this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); + this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; + + } + + /** + * + * @method _checkCSS3D + * @private + */ + private _checkCSS3D() { + + var el = document.createElement('p'); + var has3d; + var transforms = { + 'webkitTransform': '-webkit-transform', + 'OTransform': '-o-transform', + 'msTransform': '-ms-transform', + 'MozTransform': '-moz-transform', + 'transform': 'transform' + }; + + // Add it to the body to get the computed style. + document.body.insertBefore(el, null); + + for (var t in transforms) + { + if (el.style[t] !== undefined) + { + el.style[t] = "translate3d(1px,1px,1px)"; + has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); } } - } catch (e) { } - } + document.body.removeChild(el); - /** - * - * @method _checkDevice - * @private - */ - private _checkDevice() { + this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); - this.pixelRatio = window['devicePixelRatio'] || 1; - this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; - this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); - this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; - - } - - /** - * - * @method _checkCSS3D - * @private - */ - private _checkCSS3D() { - - var el = document.createElement('p'); - var has3d; - var transforms = { - 'webkitTransform': '-webkit-transform', - 'OTransform': '-o-transform', - 'msTransform': '-ms-transform', - 'MozTransform': '-moz-transform', - 'transform': 'transform' - }; - - // Add it to the body to get the computed style. - document.body.insertBefore(el, null); - - for (var t in transforms) - { - if (el.style[t] !== undefined) - { - el.style[t] = "translate3d(1px,1px,1px)"; - has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); - } } - document.body.removeChild(el); + /** + * + * @method getAll + * @return {String} + */ + public getAll(): string { - this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); + var output: string = ''; + + output = output.concat('Device\n'); + output = output.concat('iPhone : ' + this.iPhone + '\n'); + output = output.concat('iPhone4 : ' + this.iPhone4 + '\n'); + output = output.concat('iPad : ' + this.iPad + '\n'); + + output = output.concat('\n'); + output = output.concat('Operating System\n'); + output = output.concat('iOS: ' + this.iOS + '\n'); + output = output.concat('Android: ' + this.android + '\n'); + output = output.concat('ChromeOS: ' + this.chromeOS + '\n'); + output = output.concat('Linux: ' + this.linux + '\n'); + output = output.concat('MacOS: ' + this.macOS + '\n'); + output = output.concat('Windows: ' + this.windows + '\n'); + + output = output.concat('\n'); + output = output.concat('Browser\n'); + output = output.concat('Arora: ' + this.arora + '\n'); + output = output.concat('Chrome: ' + this.chrome + '\n'); + output = output.concat('Epiphany: ' + this.epiphany + '\n'); + output = output.concat('Firefox: ' + this.firefox + '\n'); + output = output.concat('Internet Explorer: ' + this.ie + ' (' + this.ieVersion + ')\n'); + output = output.concat('Mobile Safari: ' + this.mobileSafari + '\n'); + output = output.concat('Midori: ' + this.midori + '\n'); + output = output.concat('Opera: ' + this.opera + '\n'); + output = output.concat('Safari: ' + this.safari + '\n'); + + output = output.concat('\n'); + output = output.concat('Features\n'); + output = output.concat('Canvas: ' + this.canvas + '\n'); + output = output.concat('File: ' + this.file + '\n'); + output = output.concat('FileSystem: ' + this.fileSystem + '\n'); + output = output.concat('LocalStorage: ' + this.localStorage + '\n'); + output = output.concat('WebGL: ' + this.webGL + '\n'); + output = output.concat('Worker: ' + this.worker + '\n'); + output = output.concat('Touch: ' + this.touch + '\n'); + output = output.concat('CSS 3D: ' + this.css3D + '\n'); + + output = output.concat('\n'); + output = output.concat('Audio\n'); + output = output.concat('Audio Data: ' + this.canvas + '\n'); + output = output.concat('Web Audio: ' + this.canvas + '\n'); + output = output.concat('Can play OGG: ' + this.canvas + '\n'); + output = output.concat('Can play MP3: ' + this.canvas + '\n'); + output = output.concat('Can play M4A: ' + this.canvas + '\n'); + output = output.concat('Can play WAV: ' + this.canvas + '\n'); + + return output; + + } } - /** - * - * @method getAll - * @return {String} - */ - public getAll(): string { - - var output: string = ''; - - output = output.concat('Device\n'); - output = output.concat('iPhone : ' + this.iPhone + '\n'); - output = output.concat('iPhone4 : ' + this.iPhone4 + '\n'); - output = output.concat('iPad : ' + this.iPad + '\n'); - - output = output.concat('\n'); - output = output.concat('Operating System\n'); - output = output.concat('iOS: ' + this.iOS + '\n'); - output = output.concat('Android: ' + this.android + '\n'); - output = output.concat('ChromeOS: ' + this.chromeOS + '\n'); - output = output.concat('Linux: ' + this.linux + '\n'); - output = output.concat('MacOS: ' + this.macOS + '\n'); - output = output.concat('Windows: ' + this.windows + '\n'); - - output = output.concat('\n'); - output = output.concat('Browser\n'); - output = output.concat('Arora: ' + this.arora + '\n'); - output = output.concat('Chrome: ' + this.chrome + '\n'); - output = output.concat('Epiphany: ' + this.epiphany + '\n'); - output = output.concat('Firefox: ' + this.firefox + '\n'); - output = output.concat('Internet Explorer: ' + this.ie + ' (' + this.ieVersion + ')\n'); - output = output.concat('Mobile Safari: ' + this.mobileSafari + '\n'); - output = output.concat('Midori: ' + this.midori + '\n'); - output = output.concat('Opera: ' + this.opera + '\n'); - output = output.concat('Safari: ' + this.safari + '\n'); - - output = output.concat('\n'); - output = output.concat('Features\n'); - output = output.concat('Canvas: ' + this.canvas + '\n'); - output = output.concat('File: ' + this.file + '\n'); - output = output.concat('FileSystem: ' + this.fileSystem + '\n'); - output = output.concat('LocalStorage: ' + this.localStorage + '\n'); - output = output.concat('WebGL: ' + this.webGL + '\n'); - output = output.concat('Worker: ' + this.worker + '\n'); - output = output.concat('Touch: ' + this.touch + '\n'); - output = output.concat('CSS 3D: ' + this.css3D + '\n'); - - output = output.concat('\n'); - output = output.concat('Audio\n'); - output = output.concat('Audio Data: ' + this.canvas + '\n'); - output = output.concat('Web Audio: ' + this.canvas + '\n'); - output = output.concat('Can play OGG: ' + this.canvas + '\n'); - output = output.concat('Can play MP3: ' + this.canvas + '\n'); - output = output.concat('Can play M4A: ' + this.canvas + '\n'); - output = output.concat('Can play WAV: ' + this.canvas + '\n'); - - return output; - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/LinkedList.ts b/Phaser/system/LinkedList.ts index 871bb0634..41d6b6a22 100644 --- a/Phaser/system/LinkedList.ts +++ b/Phaser/system/LinkedList.ts @@ -1,45 +1,54 @@ -/// +/// /** * A miniature linked list class. * Useful for optimizing time-critical or highly repetitive tasks! * See QuadTree for how to use it, IF YOU DARE. */ -class LinkedList { - /** - * Creates a new link, and sets object and next to null. - */ - constructor() { +/** +* Phaser +*/ - this.object = null; - this.next = null; +module Phaser { - } + export class LinkedList { - /** - * Stores a reference to an Basic. - */ - public object: Basic; + /** + * Creates a new link, and sets object and next to null. + */ + constructor() { - /** - * Stores a reference to the next link in the list. - */ - public next: LinkedList; + this.object = null; + this.next = null; - /** - * Clean up memory. - */ - public destroy() { - - this.object = null; - - if (this.next != null) - { - this.next.destroy(); } - this.next = null; + /** + * Stores a reference to an Basic. + */ + public object: Basic; + /** + * Stores a reference to the next link in the list. + */ + public next: LinkedList; + + /** + * Clean up memory. + */ + public destroy() { + + this.object = null; + + if (this.next != null) + { + this.next.destroy(); + } + + this.next = null; + + } } -} + +} \ No newline at end of file diff --git a/Phaser/system/QuadTree.ts b/Phaser/system/QuadTree.ts index c996acbd2..b2ed792bb 100644 --- a/Phaser/system/QuadTree.ts +++ b/Phaser/system/QuadTree.ts @@ -1,5 +1,4 @@ -/// -/// +/// /// /** @@ -9,760 +8,769 @@ * When you do an overlap check, you can compare the A list to itself, * or the A list against the B list. Handy for different things! */ -class QuadTree extends Rectangle { - /** - * Instantiate a new Quad Tree node. - * - * @param X The X-coordinate of the point in space. - * @param Y The Y-coordinate of the point in space. - * @param Width Desired width of this node. - * @param Height Desired height of this node. - * @param Parent The parent branch or node. Pass null to create a root. - */ - constructor(X: number, Y: number, Width: number, Height: number, Parent: QuadTree = null) { +/** +* Phaser +*/ - super(X, Y, Width, Height); +module Phaser { - //console.log('-------- QuadTree',X,Y,Width,Height); + export class QuadTree extends Rectangle { - this._headA = this._tailA = new LinkedList(); - this._headB = this._tailB = new LinkedList(); + /** + * Instantiate a new Quad Tree node. + * + * @param X The X-coordinate of the point in space. + * @param Y The Y-coordinate of the point in space. + * @param Width Desired width of this node. + * @param Height Desired height of this node. + * @param Parent The parent branch or node. Pass null to create a root. + */ + constructor(X: number, Y: number, Width: number, Height: number, Parent: QuadTree = null) { - //Copy the parent's children (if there are any) - if (Parent != null) - { - //console.log('Parent not null'); - var iterator: LinkedList; - var ot: LinkedList; + super(X, Y, Width, Height); - if (Parent._headA.object != null) + //console.log('-------- QuadTree',X,Y,Width,Height); + + this._headA = this._tailA = new LinkedList(); + this._headB = this._tailB = new LinkedList(); + + //Copy the parent's children (if there are any) + if (Parent != null) { - iterator = Parent._headA; - //console.log('iterator set to parent headA'); + //console.log('Parent not null'); + var iterator: LinkedList; + var ot: LinkedList; - while (iterator != null) + if (Parent._headA.object != null) { - if (this._tailA.object != null) + iterator = Parent._headA; + //console.log('iterator set to parent headA'); + + while (iterator != null) { - ot = this._tailA; - this._tailA = new LinkedList(); - ot.next = this._tailA; - } - - this._tailA.object = iterator.object; - iterator = iterator.next; - } - } - - if (Parent._headB.object != null) - { - iterator = Parent._headB; - //console.log('iterator set to parent headB'); - - while (iterator != null) - { - if (this._tailB.object != null) - { - ot = this._tailB; - this._tailB = new LinkedList(); - ot.next = this._tailB; - } - - this._tailB.object = iterator.object; - iterator = iterator.next; - } - } - } - else - { - QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); - } - - this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); - - //console.log('canSubdivided', this._canSubdivide); - - //Set up comparison/sort helpers - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - this._leftEdge = this.x; - this._rightEdge = this.x + this.width; - this._halfWidth = this.width / 2; - this._midpointX = this._leftEdge + this._halfWidth; - this._topEdge = this.y; - this._bottomEdge = this.y + this.height; - this._halfHeight = this.height / 2; - this._midpointY = this._topEdge + this._halfHeight; - - } - - /** - * Flag for specifying that you want to add an object to the A list. - */ - public static A_LIST: number = 0; - - /** - * Flag for specifying that you want to add an object to the B list. - */ - public static B_LIST: number = 1; - - /** - * Controls the granularity of the quad tree. Default is 6 (decent performance on large and small worlds). - */ - public static divisions: number; - - /** - * Whether this branch of the tree can be subdivided or not. - */ - private _canSubdivide: bool; - - /** - * Refers to the internal A and B linked lists, - * which are used to store objects in the leaves. - */ - private _headA: LinkedList; - - /** - * Refers to the internal A and B linked lists, - * which are used to store objects in the leaves. - */ - private _tailA: LinkedList; - - /** - * Refers to the internal A and B linked lists, - * which are used to store objects in the leaves. - */ - private _headB: LinkedList; - - /** - * Refers to the internal A and B linked lists, - * which are used to store objects in the leaves. - */ - private _tailB: LinkedList; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private static _min: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _northWestTree: QuadTree; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _northEastTree: QuadTree; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _southEastTree: QuadTree; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _southWestTree: QuadTree; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _leftEdge: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _rightEdge: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _topEdge: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _bottomEdge: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _halfWidth: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _halfHeight: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _midpointX: number; - - /** - * Internal, governs and assists with the formation of the tree. - */ - private _midpointY: number; - - /** - * Internal, used to reduce recursive method parameters during object placement and tree formation. - */ - private static _object; - - /** - * Internal, used to reduce recursive method parameters during object placement and tree formation. - */ - private static _objectLeftEdge: number; - - /** - * Internal, used to reduce recursive method parameters during object placement and tree formation. - */ - private static _objectTopEdge: number; - - /** - * Internal, used to reduce recursive method parameters during object placement and tree formation. - */ - private static _objectRightEdge: number; - - /** - * Internal, used to reduce recursive method parameters during object placement and tree formation. - */ - private static _objectBottomEdge: number; - - /** - * Internal, used during tree processing and overlap checks. - */ - private static _list: number; - - /** - * Internal, used during tree processing and overlap checks. - */ - private static _useBothLists: bool; - - /** - * Internal, used during tree processing and overlap checks. - */ - private static _processingCallback; - - /** - * Internal, used during tree processing and overlap checks. - */ - private static _notifyCallback; - - /** - * Internal, used during tree processing and overlap checks. - */ - private static _iterator: LinkedList; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _objectHullX: number; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _objectHullY: number; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _objectHullWidth: number; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _objectHullHeight: number; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _checkObjectHullX: number; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _checkObjectHullY: number; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _checkObjectHullWidth: number; - - /** - * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). - */ - private static _checkObjectHullHeight: number; - - /** - * Clean up memory. - */ - public destroy() { - - this._tailA.destroy(); - this._tailB.destroy(); - this._headA.destroy(); - this._headB.destroy(); - - this._tailA = null; - this._tailB = null; - this._headA = null; - this._headB = null; - - if (this._northWestTree != null) - { - this._northWestTree.destroy(); - } - - if (this._northEastTree != null) - { - this._northEastTree.destroy(); - } - - if (this._southEastTree != null) - { - this._southEastTree.destroy(); - } - - if (this._southWestTree != null) - { - this._southWestTree.destroy(); - } - - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - - QuadTree._object = null; - QuadTree._processingCallback = null; - QuadTree._notifyCallback = null; - - } - - /** - * Load objects and/or groups into the quad tree, and register notify and processing callbacks. - * - * @param ObjectOrGroup1 Any object that is or extends GameObject or Group. - * @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. - * @param NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true. - * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate(). - */ - public load(ObjectOrGroup1: Basic, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null) { - - //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2); - - this.add(ObjectOrGroup1, QuadTree.A_LIST); - - if (ObjectOrGroup2 != null) - { - this.add(ObjectOrGroup2, QuadTree.B_LIST); - QuadTree._useBothLists = true; - } - else - { - QuadTree._useBothLists = false; - } - - QuadTree._notifyCallback = NotifyCallback; - QuadTree._processingCallback = ProcessCallback; - - //console.log('use both', QuadTree._useBothLists); - //console.log('------------ end of load'); - - } - - /** - * Call this function to add an object to the root of the tree. - * This function will recursively add all group members, but - * not the groups themselves. - * - * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. - * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. - */ - public add(ObjectOrGroup: Basic, List: number) { - - QuadTree._list = List; - - if (ObjectOrGroup.isGroup == true) - { - var i: number = 0; - var basic: Basic; - var members = ObjectOrGroup['members']; - var l: number = ObjectOrGroup['length']; - - while (i < l) - { - basic = members[i++]; - - if ((basic != null) && basic.exists) - { - if (basic.isGroup) - { - this.add(basic, List); - } - else - { - QuadTree._object = basic; - - if (QuadTree._object.exists && QuadTree._object.allowCollisions) + if (this._tailA.object != null) { - QuadTree._objectLeftEdge = QuadTree._object.x; - QuadTree._objectTopEdge = QuadTree._object.y; - QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; - QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; - this.addObject(); + ot = this._tailA; + this._tailA = new LinkedList(); + ot.next = this._tailA; + } + + this._tailA.object = iterator.object; + iterator = iterator.next; + } + } + + if (Parent._headB.object != null) + { + iterator = Parent._headB; + //console.log('iterator set to parent headB'); + + while (iterator != null) + { + if (this._tailB.object != null) + { + ot = this._tailB; + this._tailB = new LinkedList(); + ot.next = this._tailB; + } + + this._tailB.object = iterator.object; + iterator = iterator.next; + } + } + } + else + { + QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); + } + + this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); + + //console.log('canSubdivided', this._canSubdivide); + + //Set up comparison/sort helpers + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + this._leftEdge = this.x; + this._rightEdge = this.x + this.width; + this._halfWidth = this.width / 2; + this._midpointX = this._leftEdge + this._halfWidth; + this._topEdge = this.y; + this._bottomEdge = this.y + this.height; + this._halfHeight = this.height / 2; + this._midpointY = this._topEdge + this._halfHeight; + + } + + /** + * Flag for specifying that you want to add an object to the A list. + */ + public static A_LIST: number = 0; + + /** + * Flag for specifying that you want to add an object to the B list. + */ + public static B_LIST: number = 1; + + /** + * Controls the granularity of the quad tree. Default is 6 (decent performance on large and small worlds). + */ + public static divisions: number; + + /** + * Whether this branch of the tree can be subdivided or not. + */ + private _canSubdivide: bool; + + /** + * Refers to the internal A and B linked lists, + * which are used to store objects in the leaves. + */ + private _headA: LinkedList; + + /** + * Refers to the internal A and B linked lists, + * which are used to store objects in the leaves. + */ + private _tailA: LinkedList; + + /** + * Refers to the internal A and B linked lists, + * which are used to store objects in the leaves. + */ + private _headB: LinkedList; + + /** + * Refers to the internal A and B linked lists, + * which are used to store objects in the leaves. + */ + private _tailB: LinkedList; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private static _min: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _northWestTree: QuadTree; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _northEastTree: QuadTree; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _southEastTree: QuadTree; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _southWestTree: QuadTree; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _leftEdge: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _rightEdge: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _topEdge: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _bottomEdge: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _halfWidth: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _halfHeight: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _midpointX: number; + + /** + * Internal, governs and assists with the formation of the tree. + */ + private _midpointY: number; + + /** + * Internal, used to reduce recursive method parameters during object placement and tree formation. + */ + private static _object; + + /** + * Internal, used to reduce recursive method parameters during object placement and tree formation. + */ + private static _objectLeftEdge: number; + + /** + * Internal, used to reduce recursive method parameters during object placement and tree formation. + */ + private static _objectTopEdge: number; + + /** + * Internal, used to reduce recursive method parameters during object placement and tree formation. + */ + private static _objectRightEdge: number; + + /** + * Internal, used to reduce recursive method parameters during object placement and tree formation. + */ + private static _objectBottomEdge: number; + + /** + * Internal, used during tree processing and overlap checks. + */ + private static _list: number; + + /** + * Internal, used during tree processing and overlap checks. + */ + private static _useBothLists: bool; + + /** + * Internal, used during tree processing and overlap checks. + */ + private static _processingCallback; + + /** + * Internal, used during tree processing and overlap checks. + */ + private static _notifyCallback; + + /** + * Internal, used during tree processing and overlap checks. + */ + private static _iterator: LinkedList; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _objectHullX: number; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _objectHullY: number; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _objectHullWidth: number; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _objectHullHeight: number; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _checkObjectHullX: number; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _checkObjectHullY: number; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _checkObjectHullWidth: number; + + /** + * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). + */ + private static _checkObjectHullHeight: number; + + /** + * Clean up memory. + */ + public destroy() { + + this._tailA.destroy(); + this._tailB.destroy(); + this._headA.destroy(); + this._headB.destroy(); + + this._tailA = null; + this._tailB = null; + this._headA = null; + this._headB = null; + + if (this._northWestTree != null) + { + this._northWestTree.destroy(); + } + + if (this._northEastTree != null) + { + this._northEastTree.destroy(); + } + + if (this._southEastTree != null) + { + this._southEastTree.destroy(); + } + + if (this._southWestTree != null) + { + this._southWestTree.destroy(); + } + + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + + QuadTree._object = null; + QuadTree._processingCallback = null; + QuadTree._notifyCallback = null; + + } + + /** + * Load objects and/or groups into the quad tree, and register notify and processing callbacks. + * + * @param ObjectOrGroup1 Any object that is or extends GameObject or Group. + * @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. + * @param NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true. + * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate(). + */ + public load(ObjectOrGroup1: Basic, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null) { + + //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2); + + this.add(ObjectOrGroup1, QuadTree.A_LIST); + + if (ObjectOrGroup2 != null) + { + this.add(ObjectOrGroup2, QuadTree.B_LIST); + QuadTree._useBothLists = true; + } + else + { + QuadTree._useBothLists = false; + } + + QuadTree._notifyCallback = NotifyCallback; + QuadTree._processingCallback = ProcessCallback; + + //console.log('use both', QuadTree._useBothLists); + //console.log('------------ end of load'); + + } + + /** + * Call this function to add an object to the root of the tree. + * This function will recursively add all group members, but + * not the groups themselves. + * + * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. + * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. + */ + public add(ObjectOrGroup: Basic, List: number) { + + QuadTree._list = List; + + if (ObjectOrGroup.isGroup == true) + { + var i: number = 0; + var basic: Basic; + var members = ObjectOrGroup['members']; + var l: number = ObjectOrGroup['length']; + + while (i < l) + { + basic = members[i++]; + + if ((basic != null) && basic.exists) + { + if (basic.isGroup) + { + this.add(basic, List); + } + else + { + QuadTree._object = basic; + + if (QuadTree._object.exists && QuadTree._object.allowCollisions) + { + QuadTree._objectLeftEdge = QuadTree._object.x; + QuadTree._objectTopEdge = QuadTree._object.y; + QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; + QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; + this.addObject(); + } } } } } - } - else - { - QuadTree._object = ObjectOrGroup; - - //console.log('add - not group:', ObjectOrGroup.name); - - if (QuadTree._object.exists && QuadTree._object.allowCollisions) + else { - QuadTree._objectLeftEdge = QuadTree._object.x; - QuadTree._objectTopEdge = QuadTree._object.y; - QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; - QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; - //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge); - this.addObject(); + QuadTree._object = ObjectOrGroup; + + //console.log('add - not group:', ObjectOrGroup.name); + + if (QuadTree._object.exists && QuadTree._object.allowCollisions) + { + QuadTree._objectLeftEdge = QuadTree._object.x; + QuadTree._objectTopEdge = QuadTree._object.y; + QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; + QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; + //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge); + this.addObject(); + } } } - } - /** - * Internal function for recursively navigating and creating the tree - * while adding objects to the appropriate nodes. - */ - private addObject() { + /** + * Internal function for recursively navigating and creating the tree + * while adding objects to the appropriate nodes. + */ + private addObject() { - //console.log('addObject'); + //console.log('addObject'); - //If this quad (not its children) lies entirely inside this object, add it here - if (!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) - { - //console.log('add To List'); - this.addToList(); - return; - } - - //See if the selected object fits completely inside any of the quadrants - if ((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) - { - if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) + //If this quad (not its children) lies entirely inside this object, add it here + if (!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) { - //console.log('Adding NW tree'); + //console.log('add To List'); + this.addToList(); + return; + } + //See if the selected object fits completely inside any of the quadrants + if ((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) + { + if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) + { + //console.log('Adding NW tree'); + + if (this._northWestTree == null) + { + this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + } + + this._northWestTree.addObject(); + return; + } + + if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) + { + //console.log('Adding SW tree'); + + if (this._southWestTree == null) + { + this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + + this._southWestTree.addObject(); + return; + } + } + + if ((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) + { + if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) + { + //console.log('Adding NE tree'); + + if (this._northEastTree == null) + { + this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + } + + this._northEastTree.addObject(); + return; + } + + if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) + { + //console.log('Adding SE tree'); + + if (this._southEastTree == null) + { + this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + } + + this._southEastTree.addObject(); + return; + } + } + + //If it wasn't completely contained we have to check out the partial overlaps + if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) + { if (this._northWestTree == null) { this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); } + //console.log('added to north west partial tree'); this._northWestTree.addObject(); - return; } - if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) + if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { - //console.log('Adding SW tree'); - - if (this._southWestTree == null) - { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - - this._southWestTree.addObject(); - return; - } - } - - if ((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) - { - if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) - { - //console.log('Adding NE tree'); - if (this._northEastTree == null) { this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); } + //console.log('added to north east partial tree'); this._northEastTree.addObject(); - return; } - if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) + if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { - //console.log('Adding SE tree'); - if (this._southEastTree == null) { this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); } + //console.log('added to south east partial tree'); this._southEastTree.addObject(); + } + + if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) + { + if (this._southWestTree == null) + { + this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + + //console.log('added to south west partial tree'); + this._southWestTree.addObject(); + } + + } + + /** + * Internal function for recursively adding objects to leaf lists. + */ + private addToList() { + + //console.log('Adding to List'); + + var ot: LinkedList; + + if (QuadTree._list == QuadTree.A_LIST) + { + //console.log('A LIST'); + if (this._tailA.object != null) + { + ot = this._tailA; + this._tailA = new LinkedList(); + ot.next = this._tailA; + } + + this._tailA.object = QuadTree._object; + } + else + { + //console.log('B LIST'); + if (this._tailB.object != null) + { + ot = this._tailB; + this._tailB = new LinkedList(); + ot.next = this._tailB; + } + + this._tailB.object = QuadTree._object; + } + + if (!this._canSubdivide) + { return; } - } - //If it wasn't completely contained we have to check out the partial overlaps - if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) - { - if (this._northWestTree == null) + if (this._northWestTree != null) { - this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + this._northWestTree.addToList(); } - //console.log('added to north west partial tree'); - this._northWestTree.addObject(); - } - - if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) - { - if (this._northEastTree == null) + if (this._northEastTree != null) { - this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + this._northEastTree.addToList(); } - //console.log('added to north east partial tree'); - this._northEastTree.addObject(); - } - - if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) - { - if (this._southEastTree == null) + if (this._southEastTree != null) { - this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + this._southEastTree.addToList(); } - //console.log('added to south east partial tree'); - this._southEastTree.addObject(); - } - - if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) - { - if (this._southWestTree == null) + if (this._southWestTree != null) { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + this._southWestTree.addToList(); } - //console.log('added to south west partial tree'); - this._southWestTree.addObject(); } - } + /** + * QuadTree's other main function. Call this after adding objects + * using QuadTree.load() to compare the objects that you loaded. + * + * @return Whether or not any overlaps were found. + */ + public execute(): bool { - /** - * Internal function for recursively adding objects to leaf lists. - */ - private addToList() { + //console.log('quadtree execute'); - //console.log('Adding to List'); + var overlapProcessed: bool = false; + var iterator: LinkedList; - var ot: LinkedList; - - if (QuadTree._list == QuadTree.A_LIST) - { - //console.log('A LIST'); - if (this._tailA.object != null) + if (this._headA.object != null) { - ot = this._tailA; - this._tailA = new LinkedList(); - ot.next = this._tailA; - } + //console.log('---------------------------------------------------'); + //console.log('headA iterator'); - this._tailA.object = QuadTree._object; - } - else - { - //console.log('B LIST'); - if (this._tailB.object != null) - { - ot = this._tailB; - this._tailB = new LinkedList(); - ot.next = this._tailB; - } + iterator = this._headA; - this._tailB.object = QuadTree._object; - } - - if (!this._canSubdivide) - { - return; - } - - if (this._northWestTree != null) - { - this._northWestTree.addToList(); - } - - if (this._northEastTree != null) - { - this._northEastTree.addToList(); - } - - if (this._southEastTree != null) - { - this._southEastTree.addToList(); - } - - if (this._southWestTree != null) - { - this._southWestTree.addToList(); - } - - } - - /** - * QuadTree's other main function. Call this after adding objects - * using QuadTree.load() to compare the objects that you loaded. - * - * @return Whether or not any overlaps were found. - */ - public execute(): bool { - - //console.log('quadtree execute'); - - var overlapProcessed: bool = false; - var iterator: LinkedList; - - if (this._headA.object != null) - { - //console.log('---------------------------------------------------'); - //console.log('headA iterator'); - - iterator = this._headA; - - while (iterator != null) - { - QuadTree._object = iterator.object; - - if (QuadTree._useBothLists) + while (iterator != null) { - QuadTree._iterator = this._headB; + QuadTree._object = iterator.object; + + if (QuadTree._useBothLists) + { + QuadTree._iterator = this._headB; + } + else + { + QuadTree._iterator = iterator.next; + } + + if (QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) + { + //console.log('headA iterator overlapped true'); + overlapProcessed = true; + } + + iterator = iterator.next; + } - else + } + + //Advance through the tree by calling overlap on each child + if ((this._northWestTree != null) && this._northWestTree.execute()) + { + //console.log('NW quadtree execute'); + overlapProcessed = true; + } + + if ((this._northEastTree != null) && this._northEastTree.execute()) + { + //console.log('NE quadtree execute'); + overlapProcessed = true; + } + + if ((this._southEastTree != null) && this._southEastTree.execute()) + { + //console.log('SE quadtree execute'); + overlapProcessed = true; + } + + if ((this._southWestTree != null) && this._southWestTree.execute()) + { + //console.log('SW quadtree execute'); + overlapProcessed = true; + } + + return overlapProcessed; + + } + + /** + * An private for comparing an object against the contents of a node. + * + * @return Whether or not any overlaps were found. + */ + private overlapNode(): bool { + + //console.log('overlapNode'); + + //Walk the list and check for overlaps + var overlapProcessed: bool = false; + var checkObject; + + while (QuadTree._iterator != null) + { + if (!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) { - QuadTree._iterator = iterator.next; + //console.log('break 1'); + break; } - if (QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) + checkObject = QuadTree._iterator.object; + + if ((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { - //console.log('headA iterator overlapped true'); - overlapProcessed = true; + //console.log('break 2'); + QuadTree._iterator = QuadTree._iterator.next; + continue; } - iterator = iterator.next; + //calculate bulk hull for QuadTree._object + QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x; + QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y; + QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x; + QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth); + QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y; + QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight); - } - } + //calculate bulk hull for checkObject + QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x; + QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y; + QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x; + QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth); + QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y; + QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight); - //Advance through the tree by calling overlap on each child - if ((this._northWestTree != null) && this._northWestTree.execute()) - { - //console.log('NW quadtree execute'); - overlapProcessed = true; - } - - if ((this._northEastTree != null) && this._northEastTree.execute()) - { - //console.log('NE quadtree execute'); - overlapProcessed = true; - } - - if ((this._southEastTree != null) && this._southEastTree.execute()) - { - //console.log('SE quadtree execute'); - overlapProcessed = true; - } - - if ((this._southWestTree != null) && this._southWestTree.execute()) - { - //console.log('SW quadtree execute'); - overlapProcessed = true; - } + //check for intersection of the two hulls + if ((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) + { + //console.log('intersection!'); - return overlapProcessed; + //Execute callback functions if they exist + if ((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) + { + overlapProcessed = true; + } - } + if (overlapProcessed && (QuadTree._notifyCallback != null)) + { + QuadTree._notifyCallback(QuadTree._object, checkObject); + } + } - /** - * An private for comparing an object against the contents of a node. - * - * @return Whether or not any overlaps were found. - */ - private overlapNode(): bool { - - //console.log('overlapNode'); - - //Walk the list and check for overlaps - var overlapProcessed: bool = false; - var checkObject; - - while (QuadTree._iterator != null) - { - if (!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) - { - //console.log('break 1'); - break; - } - - checkObject = QuadTree._iterator.object; - - if ((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) - { - //console.log('break 2'); QuadTree._iterator = QuadTree._iterator.next; - continue; + } - //calculate bulk hull for QuadTree._object - QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x; - QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y; - QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x; - QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth); - QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y; - QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight); - - //calculate bulk hull for checkObject - QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x; - QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y; - QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x; - QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth); - QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y; - QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight); - - //check for intersection of the two hulls - if ((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) - { - //console.log('intersection!'); - - //Execute callback functions if they exist - if ((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) - { - overlapProcessed = true; - } - - if (overlapProcessed && (QuadTree._notifyCallback != null)) - { - QuadTree._notifyCallback(QuadTree._object, checkObject); - } - } - - QuadTree._iterator = QuadTree._iterator.next; + return overlapProcessed; } - - return overlapProcessed; - } -} + +} \ No newline at end of file diff --git a/Phaser/system/RandomDataGenerator.ts b/Phaser/system/RandomDataGenerator.ts index 92857b572..fff84e3c4 100644 --- a/Phaser/system/RandomDataGenerator.ts +++ b/Phaser/system/RandomDataGenerator.ts @@ -1,3 +1,5 @@ +/// + /** * Repeatable Random Data Generator * @@ -10,273 +12,281 @@ * @author Richard Davey, TypeScript conversion and additional methods */ -class RandomDataGenerator { +/** +* Phaser +*/ - /** - * @constructor - * @param {Array} seeds - * @return {Kiwi.Utils.RandomDataGenerator} - */ - constructor(seeds?: string[] = []) { +module Phaser { - this.sow(seeds); + export class RandomDataGenerator { - } + /** + * @constructor + * @param {Array} seeds + * @return {Phaser.RandomDataGenerator} + */ + constructor(seeds?: string[] = []) { - /** - * @property s0 - * @type Any - * @private - */ - private s0; + this.sow(seeds); - /** - * @property s1 - * @type Any - * @private - */ - private s1; - - /** - * @property s2 - * @type Any - * @private - */ - private s2; - - /** - * @property c - * @type Number - * @private - */ - private c: number = 1; - - /** - * @method uint32 - * @private - */ - private uint32() { - - return this.rnd.apply(this) * 0x100000000; // 2^32 - - } - - /** - * @method fract32 - * @private - */ - private fract32() { - - return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53 - - } - - // private random helper - /** - * @method rnd - * @private - */ - private rnd() { - - var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32 - - this.c = t | 0; - this.s0 = this.s1; - this.s1 = this.s2; - this.s2 = t - this.c; - - return this.s2; - } - - /** - * @method hash - * @param {Any} data - * @private - */ - private hash(data) { - - var h, i, n; - - n = 0xefc8249d; - - data = data.toString(); - - for (i = 0; i < data.length; i++) - { - n += data.charCodeAt(i); - h = 0.02519603282416938 * n; - n = h >>> 0; - h -= n; - h *= n; - n = h >>> 0; - h -= n; - n += h * 0x100000000; // 2^32 } - return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 + /** + * @property s0 + * @type Any + * @private + */ + private s0; - } + /** + * @property s1 + * @type Any + * @private + */ + private s1; - /** - * Reset the seed of the random data generator - * @method sow - * @param {Array} seeds - */ - public sow(seeds?: string[] = []) { + /** + * @property s2 + * @type Any + * @private + */ + private s2; - this.s0 = this.hash(' '); - this.s1 = this.hash(this.s0); - this.s2 = this.hash(this.s1); + /** + * @property c + * @type Number + * @private + */ + private c: number = 1; - var seed; + /** + * @method uint32 + * @private + */ + private uint32() { - for (var i = 0; seed = seeds[i++];) - { - this.s0 -= this.hash(seed); - this.s0 += ~~(this.s0 < 0); + return this.rnd.apply(this) * 0x100000000; // 2^32 - this.s1 -= this.hash(seed); - this.s1 += ~~(this.s1 < 0); + } + + /** + * @method fract32 + * @private + */ + private fract32() { + + return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53 + + } + + // private random helper + /** + * @method rnd + * @private + */ + private rnd() { + + var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32 + + this.c = t | 0; + this.s0 = this.s1; + this.s1 = this.s2; + this.s2 = t - this.c; + + return this.s2; + } + + /** + * @method hash + * @param {Any} data + * @private + */ + private hash(data) { + + var h, i, n; + + n = 0xefc8249d; + + data = data.toString(); + + for (i = 0; i < data.length; i++) + { + n += data.charCodeAt(i); + h = 0.02519603282416938 * n; + n = h >>> 0; + h -= n; + h *= n; + n = h >>> 0; + h -= n; + n += h * 0x100000000; // 2^32 + } + + return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 + + } + + /** + * Reset the seed of the random data generator + * @method sow + * @param {Array} seeds + */ + public sow(seeds?: string[] = []) { + + this.s0 = this.hash(' '); + this.s1 = this.hash(this.s0); + this.s2 = this.hash(this.s1); + + var seed; + + for (var i = 0; seed = seeds[i++];) + { + this.s0 -= this.hash(seed); + this.s0 += ~~(this.s0 < 0); + + this.s1 -= this.hash(seed); + this.s1 += ~~(this.s1 < 0); + + this.s2 -= this.hash(seed); + this.s2 += ~~(this.s2 < 0); + } + + } + + /** + * Returns a random integer between 0 and 2^32 + * @method integer + * @return {Number} + */ + public get integer(): number { + + return this.uint32(); + + } + + /** + * Returns a random real number between 0 and 1 + * @method frac + * @return {Number} + */ + public get frac(): number { + + return this.fract32(); + + } + + /** + * Returns a random real number between 0 and 2^32 + * @method real + * @return {Number} + */ + public get real(): number { + + return this.uint32() + this.fract32(); + + } + + /** + * Returns a random integer between min and max + * @method integerInRange + * @param {Number} min + * @param {Number} max + * @return {Number} + */ + public integerInRange(min: number, max: number): number { + + return Math.floor(this.realInRange(min, max)); + + } + + /** + * Returns a random real number between min and max + * @method realInRange + * @param {Number} min + * @param {Number} max + * @return {Number} + */ + public realInRange(min: number, max: number): number { + + min = min || 0; + max = max || 0; + + return this.frac * (max - min) + min; + + } + + /** + * Returns a random real number between -1 and 1 + * @method normal + * @return {Number} + */ + public get normal(): number { + + return 1 - 2 * this.frac; + + } + + /** + * Returns a valid v4 UUID hex string (from https://gist.github.com/1308368) + * @method uuid + * @return {String} + */ + public get uuid(): string { + + var a, b; + + for ( + b = a = ''; + a++ < 36; + b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-' + ); + + return b; + } + + /** + * Returns a random member of `array` + * @method pick + * @param {Any} array + */ + public pick(array) { + + return array[this.integerInRange(0, array.length)]; + + } + + /** + * Returns a random member of `array`, favoring the earlier entries + * @method weightedPick + * @param {Any} array + */ + public weightedPick(array) { + + return array[~~(Math.pow(this.frac, 2) * array.length)]; + + } + + /** + * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified + * @method timestamp + * @param {Number} min + * @param {Number} max + */ + public timestamp(min?: number = 946684800000, max?: number = 1577862000000): number { + + return this.realInRange(min, max); + + } + + /** + * Returns a random angle between -180 and 180 + * @method angle + */ + public get angle(): number { + + return this.integerInRange(-180, 180); - this.s2 -= this.hash(seed); - this.s2 += ~~(this.s2 < 0); } } - /** - * Returns a random integer between 0 and 2^32 - * @method integer - * @return {Number} - */ - public get integer(): number { - - return this.uint32(); - - } - - /** - * Returns a random real number between 0 and 1 - * @method frac - * @return {Number} - */ - public get frac(): number { - - return this.fract32(); - - } - - /** - * Returns a random real number between 0 and 2^32 - * @method real - * @return {Number} - */ - public get real(): number { - - return this.uint32() + this.fract32(); - - } - - /** - * Returns a random integer between min and max - * @method integerInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - public integerInRange(min: number, max: number): number { - - return Math.floor(this.realInRange(min, max)); - - } - - /** - * Returns a random real number between min and max - * @method realInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - public realInRange(min: number, max: number): number { - - min = min || 0; - max = max || 0; - - return this.frac * (max - min) + min; - - } - - /** - * Returns a random real number between -1 and 1 - * @method normal - * @return {Number} - */ - public get normal(): number { - - return 1 - 2 * this.frac; - - } - - /** - * Returns a valid v4 UUID hex string (from https://gist.github.com/1308368) - * @method uuid - * @return {String} - */ - public get uuid(): string { - - var a, b; - - for ( - b = a = ''; - a++ < 36; - b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-' - ); - - return b; - } - - /** - * Returns a random member of `array` - * @method pick - * @param {Any} array - */ - public pick(array) { - - return array[this.integerInRange(0, array.length)]; - - } - - /** - * Returns a random member of `array`, favoring the earlier entries - * @method weightedPick - * @param {Any} array - */ - public weightedPick(array) { - - return array[~~(Math.pow(this.frac, 2) * array.length)]; - - } - - /** - * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified - * @method timestamp - * @param {Number} min - * @param {Number} max - */ - public timestamp(min?: number = 946684800000, max?: number = 1577862000000):number { - - return this.realInRange(min, max); - - } - - /** - * Returns a random angle between -180 and 180 - * @method angle - */ - public get angle():number { - - return this.integerInRange(-180, 180); - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/RequestAnimationFrame.ts b/Phaser/system/RequestAnimationFrame.ts index 503bfe790..ba3f78a2a 100644 --- a/Phaser/system/RequestAnimationFrame.ts +++ b/Phaser/system/RequestAnimationFrame.ts @@ -1,3 +1,5 @@ +/// + /** * RequestAnimationFrame * @@ -7,199 +9,207 @@ * @author Richard Davey */ -class RequestAnimationFrame { +/** +* Phaser +*/ - /** - * Constructor - * @param {Any} callback - * @return {RequestAnimationFrame} This object. - */ - constructor(callback, callbackContext) { +module Phaser { - this._callback = callback; - this._callbackContext = callbackContext; + export class RequestAnimationFrame { - var vendors = ['ms', 'moz', 'webkit', 'o']; + /** + * Constructor + * @param {Any} callback + * @return {RequestAnimationFrame} This object. + */ + constructor(callback, callbackContext) { - for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) - { - window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; - window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; - } - - this.start(); - - } - - /** - * - * @property _callback - * @type Any - * @private - **/ - private _callback; - private _callbackContext; - - /** - * - * @method callback - * @param {Any} callback - **/ - public setCallback(callback) { - - this._callback = callback; - - } - - /** - * - * @property _timeOutID - * @type Any - * @private - **/ - private _timeOutID; - - /** - * - * @property _isSetTimeOut - * @type Boolean - * @private - **/ - private _isSetTimeOut: bool = false; - - /** - * - * @method usingSetTimeOut - * @return Boolean - **/ - public isUsingSetTimeOut(): bool { - - return this._isSetTimeOut; - - } - - /** - * - * @method usingRAF - * @return Boolean - **/ - public isUsingRAF(): bool { - - if (this._isSetTimeOut === true) - { - return false; - } - else - { - return true; - } - } - - /** - * - * @property lastTime - * @type Number - **/ - public lastTime: number = 0; - - /** - * - * @property currentTime - * @type Number - **/ - public currentTime: number = 0; - - /** - * - * @property isRunning - * @type Boolean - **/ - public isRunning: bool = false; - - /** - * - * @method start - * @param {Any} [callback] - **/ - public start(callback? = null) { - - if (callback) - { this._callback = callback; + this._callbackContext = callbackContext; + + var vendors = ['ms', 'moz', 'webkit', 'o']; + + for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) + { + window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; + window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; + } + + this.start(); + } - if (!window.requestAnimationFrame) - { - this._isSetTimeOut = true; - this._timeOutID = window.setTimeout(() => this.SetTimeoutUpdate(), 0); + /** + * + * @property _callback + * @type Any + * @private + **/ + private _callback; + private _callbackContext; + + /** + * + * @method callback + * @param {Any} callback + **/ + public setCallback(callback) { + + this._callback = callback; + } - else - { - this._isSetTimeOut = false; + + /** + * + * @property _timeOutID + * @type Any + * @private + **/ + private _timeOutID; + + /** + * + * @property _isSetTimeOut + * @type Boolean + * @private + **/ + private _isSetTimeOut: bool = false; + + /** + * + * @method usingSetTimeOut + * @return Boolean + **/ + public isUsingSetTimeOut(): bool { + + return this._isSetTimeOut; + + } + + /** + * + * @method usingRAF + * @return Boolean + **/ + public isUsingRAF(): bool { + + if (this._isSetTimeOut === true) + { + return false; + } + else + { + return true; + } + } + + /** + * + * @property lastTime + * @type Number + **/ + public lastTime: number = 0; + + /** + * + * @property currentTime + * @type Number + **/ + public currentTime: number = 0; + + /** + * + * @property isRunning + * @type Boolean + **/ + public isRunning: bool = false; + + /** + * + * @method start + * @param {Any} [callback] + **/ + public start(callback? = null) { + + if (callback) + { + this._callback = callback; + } + + if (!window.requestAnimationFrame) + { + this._isSetTimeOut = true; + this._timeOutID = window.setTimeout(() => this.SetTimeoutUpdate(), 0); + } + else + { + this._isSetTimeOut = false; + window.requestAnimationFrame(() => this.RAFUpdate()); + } + + this.isRunning = true; + + } + + /** + * + * @method stop + **/ + public stop() { + + if (this._isSetTimeOut) + { + clearTimeout(this._timeOutID); + } + else + { + window.cancelAnimationFrame; + } + + this.isRunning = false; + + } + + public RAFUpdate() { + + // Not in IE8 (but neither is RAF) also doesn't use a high performance timer (window.performance.now) + this.currentTime = Date.now(); + + if (this._callback) + { + this._callback.call(this._callbackContext); + } + + var timeToCall: number = Math.max(0, 16 - (this.currentTime - this.lastTime)); + window.requestAnimationFrame(() => this.RAFUpdate()); + + this.lastTime = this.currentTime + timeToCall; + } - this.isRunning = true; + /** + * + * @method SetTimeoutUpdate + **/ + public SetTimeoutUpdate() { + + // Not in IE8 + this.currentTime = Date.now(); + + if (this._callback) + { + this._callback.call(this._callbackContext); + } + + var timeToCall: number = Math.max(0, 16 - (this.currentTime - this.lastTime)); + + this._timeOutID = window.setTimeout(() => this.SetTimeoutUpdate(), timeToCall); + + this.lastTime = this.currentTime + timeToCall; + + } } - /** - * - * @method stop - **/ - public stop() { - - if (this._isSetTimeOut) - { - clearTimeout(this._timeOutID); - } - else - { - window.cancelAnimationFrame; - } - - this.isRunning = false; - - } - - public RAFUpdate() { - - // Not in IE8 (but neither is RAF) also doesn't use a high performance timer (window.performance.now) - this.currentTime = Date.now(); - - if (this._callback) - { - this._callback.call(this._callbackContext); - } - - var timeToCall: number = Math.max(0, 16 - (this.currentTime - this.lastTime)); - - window.requestAnimationFrame(() => this.RAFUpdate()); - - this.lastTime = this.currentTime + timeToCall; - - } - - /** - * - * @method SetTimeoutUpdate - **/ - public SetTimeoutUpdate() { - - // Not in IE8 - this.currentTime = Date.now(); - - if (this._callback) - { - this._callback.call(this._callbackContext); - } - - var timeToCall: number = Math.max(0, 16 - (this.currentTime - this.lastTime)); - - this._timeOutID = window.setTimeout(() => this.SetTimeoutUpdate(), timeToCall); - - this.lastTime = this.currentTime + timeToCall; - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/StageScaleMode.ts b/Phaser/system/StageScaleMode.ts index 69a9f6221..4c3ae3ac8 100644 --- a/Phaser/system/StageScaleMode.ts +++ b/Phaser/system/StageScaleMode.ts @@ -9,157 +9,165 @@ * https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt */ -class StageScaleMode { +/** +* Phaser +*/ - constructor(game: Game) { +module Phaser { - this._game = game; + export class StageScaleMode { - this.orientation = window['orientation']; + constructor(game: Game) { - window.addEventListener('orientationchange', (event) => this.checkOrientation(event), false); + this._game = game; - } - - private _game: Game; - private _startHeight: number = 0; - private _iterations: number; - private _check; - - // Specifies that the game be visible in the specified area without trying to preserve the original aspect ratio. - public static EXACT_FIT:number = 0; - - // Specifies that the size of the game be fixed, so that it remains unchanged even if the size of the window changes. - public static NO_SCALE:number = 1; - - // Specifies that the entire game be visible in the specified area without distortion while maintaining the original aspect ratio. - public static SHOW_ALL:number = 2; - - public width: number = 0; - public height: number = 0; - - public orientation; - - public update() { - - if (this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) - { - this.refresh(); - } - - } - - public get isLandscape(): bool { - return window['orientation'] === 90 || window['orientation'] === -90; - } - - private checkOrientation(event) { - - if (window['orientation'] !== this.orientation) - { - this.refresh(); this.orientation = window['orientation']; + + window.addEventListener('orientationchange', (event) => this.checkOrientation(event), false); + } - } + private _game: Game; + private _startHeight: number = 0; + private _iterations: number; + private _check; - private refresh() { + // Specifies that the game be visible in the specified area without trying to preserve the original aspect ratio. + public static EXACT_FIT: number = 0; - // We can't do anything about the status bars in iPads, web apps or desktops - if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) - { - document.documentElement.style.minHeight = '5000px'; + // Specifies that the size of the game be fixed, so that it remains unchanged even if the size of the window changes. + public static NO_SCALE: number = 1; - this._startHeight = window.innerHeight; + // Specifies that the entire game be visible in the specified area without distortion while maintaining the original aspect ratio. + public static SHOW_ALL: number = 2; - if (this._game.device.android && this._game.device.chrome == false) - { - window.scrollTo(0, 1); - } - else - { - window.scrollTo(0, 0); - } - } + public width: number = 0; + public height: number = 0; - if (this._check == null) - { - this._iterations = 40; - this._check = window.setInterval(() => this.setScreenSize(), 10); - } + public orientation; - } + public update() { - private setScreenSize() { - - if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) - { - if (this._game.device.android && this._game.device.chrome == false) + if (this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { - window.scrollTo(0, 1); - } - else - { - window.scrollTo(0, 0); + this.refresh(); } + } - this._iterations--; + public get isLandscape(): bool { + return window['orientation'] === 90 || window['orientation'] === -90; + } - if (window.innerHeight > this._startHeight || this._iterations < 0) - { - // Set minimum height of content to new window height - document.documentElement.style.minHeight = window.innerHeight + 'px'; + private checkOrientation(event) { - if (this._game.stage.scaleMode == StageScaleMode.EXACT_FIT) + if (window['orientation'] !== this.orientation) { - if (this._game.stage.maxScaleX && window.innerWidth > this._game.stage.maxScaleX) + this.refresh(); + this.orientation = window['orientation']; + } + + } + + private refresh() { + + // We can't do anything about the status bars in iPads, web apps or desktops + if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) + { + document.documentElement.style.minHeight = '5000px'; + + this._startHeight = window.innerHeight; + + if (this._game.device.android && this._game.device.chrome == false) { - this.width = this._game.stage.maxScaleX; + window.scrollTo(0, 1); } else { - this.width = window.innerWidth; + window.scrollTo(0, 0); } + } - if (this._game.stage.maxScaleY && window.innerHeight > this._game.stage.maxScaleY) + if (this._check == null) + { + this._iterations = 40; + this._check = window.setInterval(() => this.setScreenSize(), 10); + } + + } + + private setScreenSize() { + + if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) + { + if (this._game.device.android && this._game.device.chrome == false) { - this.height = this._game.stage.maxScaleY; + window.scrollTo(0, 1); } else { - this.height = window.innerHeight; + window.scrollTo(0, 0); } } - else if (this._game.stage.scaleMode == StageScaleMode.SHOW_ALL) + + this._iterations--; + + if (window.innerHeight > this._startHeight || this._iterations < 0) { - var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); + // Set minimum height of content to new window height + document.documentElement.style.minHeight = window.innerHeight + 'px'; - this.width = Math.round(this._game.stage.width * multiplier); - this.height = Math.round(this._game.stage.height * multiplier); + if (this._game.stage.scaleMode == StageScaleMode.EXACT_FIT) + { + if (this._game.stage.maxScaleX && window.innerWidth > this._game.stage.maxScaleX) + { + this.width = this._game.stage.maxScaleX; + } + else + { + this.width = window.innerWidth; + } - if (this._game.stage.maxScaleX && this.width > this._game.stage.maxScaleX) - { - this.width = this._game.stage.maxScaleX; - } - - if (this._game.stage.maxScaleY && this.height > this._game.stage.maxScaleY) - { - this.height = this._game.stage.maxScaleY; + if (this._game.stage.maxScaleY && window.innerHeight > this._game.stage.maxScaleY) + { + this.height = this._game.stage.maxScaleY; + } + else + { + this.height = window.innerHeight; + } } + else if (this._game.stage.scaleMode == StageScaleMode.SHOW_ALL) + { + var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); + + this.width = Math.round(this._game.stage.width * multiplier); + this.height = Math.round(this._game.stage.height * multiplier); + + if (this._game.stage.maxScaleX && this.width > this._game.stage.maxScaleX) + { + this.width = this._game.stage.maxScaleX; + } + + if (this._game.stage.maxScaleY && this.height > this._game.stage.maxScaleY) + { + this.height = this._game.stage.maxScaleY; + } + } + + this._game.stage.canvas.style.width = this.width + 'px'; + this._game.stage.canvas.style.height = this.height + 'px'; + + this._game.input.scaleX = this._game.stage.width / this.width; + this._game.input.scaleY = this._game.stage.height / this.height; + + clearInterval(this._check); + + this._check = null; + } - this._game.stage.canvas.style.width = this.width + 'px'; - this._game.stage.canvas.style.height = this.height + 'px'; - - this._game.input.scaleX = this._game.stage.width / this.width; - this._game.input.scaleY = this._game.stage.height / this.height; - - clearInterval(this._check); - - this._check = null; - - } + } } diff --git a/Phaser/system/Tile.ts b/Phaser/system/Tile.ts index f09f9c309..f1ed3794c 100644 --- a/Phaser/system/Tile.ts +++ b/Phaser/system/Tile.ts @@ -1,5 +1,4 @@ -/// -/// +/// /** * A simple helper object for Tilemap that helps expand collision opportunities and control. @@ -9,79 +8,88 @@ * @author Adam Atomic * @author Richard Davey */ -class Tile extends GameObject { - /** - * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap(). - * - * @param Tilemap A reference to the tilemap object creating the tile. - * @param Index The actual core map data index for this tile type. - * @param Width The width of the tile. - * @param Height The height of the tile. - * @param Visible Whether the tile is visible or not. - * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap(). - */ - constructor(game: Game, Tilemap: Tilemap, Index: number, Width: number, Height: number, Visible: bool, AllowCollisions: number) { +/** +* Phaser +*/ - super(game, 0, 0, Width, Height); +module Phaser { - this.immovable = true; - this.moves = false; - this.callback = null; - this.filter = null; + export class Tile extends GameObject { - this.tilemap = Tilemap; - this.index = Index; - this.visible = Visible; - this.allowCollisions = AllowCollisions; + /** + * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap(). + * + * @param Tilemap A reference to the tilemap object creating the tile. + * @param Index The actual core map data index for this tile type. + * @param Width The width of the tile. + * @param Height The height of the tile. + * @param Visible Whether the tile is visible or not. + * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap(). + */ + constructor(game: Game, Tilemap: Tilemap, Index: number, Width: number, Height: number, Visible: bool, AllowCollisions: number) { - this.mapIndex = 0; + super(game, 0, 0, Width, Height); + + this.immovable = true; + this.moves = false; + this.callback = null; + this.filter = null; + + this.tilemap = Tilemap; + this.index = Index; + this.visible = Visible; + this.allowCollisions = AllowCollisions; + + this.mapIndex = 0; + + } + + /** + * This function is called whenever an object hits a tile of this type. + * This function should take the form myFunction(Tile:FlxTile,Object:FlxObject). + * Defaults to null, set through FlxTilemap.setTileProperties(). + */ + public callback; + + /** + * 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 FlxTilemap.setTileProperties(). + */ + public filter; + + /** + * A reference to the tilemap this tile object belongs to. + */ + public tilemap: Tilemap; + + /** + * The index of this tile type in the core map data. + * For example, if your map only has 16 kinds of tiles in it, + * this number is usually between 0 and 15. + */ + public index: number; + + /** + * The current map index of this tile object at this moment. + * You can think of tile objects as moving around the tilemap helping with collisions. + * This value is only reliable and useful if used from the callback function. + */ + public mapIndex: number; + + /** + * Clean up memory. + */ + public destroy() { + + super.destroy(); + this.callback = null; + this.tilemap = null; + + } } - /** - * This function is called whenever an object hits a tile of this type. - * This function should take the form myFunction(Tile:FlxTile,Object:FlxObject). - * Defaults to null, set through FlxTilemap.setTileProperties(). - */ - public callback; - - /** - * 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 FlxTilemap.setTileProperties(). - */ - public filter; - - /** - * A reference to the tilemap this tile object belongs to. - */ - public tilemap: Tilemap; - - /** - * The index of this tile type in the core map data. - * For example, if your map only has 16 kinds of tiles in it, - * this number is usually between 0 and 15. - */ - public index: number; - - /** - * The current map index of this tile object at this moment. - * You can think of tile objects as moving around the tilemap helping with collisions. - * This value is only reliable and useful if used from the callback function. - */ - public mapIndex: number; - - /** - * Clean up memory. - */ - public destroy() { - - super.destroy(); - this.callback = null; - this.tilemap = null; - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/TilemapBuffer.ts b/Phaser/system/TilemapBuffer.ts index ba8e50a34..f00387f2f 100644 --- a/Phaser/system/TilemapBuffer.ts +++ b/Phaser/system/TilemapBuffer.ts @@ -1,172 +1,173 @@ /// -/// -/// -/// -/// /** * A Tilemap Buffer * * @author Richard Davey */ -class TilemapBuffer { - constructor(game: Game, camera:Camera, tilemap:Tilemap, texture, tileOffsets) { +module Phaser { - //console.log('New TilemapBuffer created for Camera ' + camera.ID); + export class TilemapBuffer { - this._game = game; - this.camera = camera; - this._tilemap = tilemap; - this._texture = texture; - this._tileOffsets = tileOffsets; + constructor(game: Game, camera: Camera, tilemap: Tilemap, texture, tileOffsets) { - //this.createCanvas(); + //console.log('New TilemapBuffer created for Camera ' + camera.ID); - } + this._game = game; + this.camera = camera; + this._tilemap = tilemap; + this._texture = texture; + this._tileOffsets = tileOffsets; - private _game: Game; - private _tilemap: Tilemap; - private _texture; - private _tileOffsets; + //this.createCanvas(); - private _startX: number = 0; - private _maxX: number = 0; - private _startY: number = 0; - private _maxY: number = 0; - private _tx: number = 0; - private _ty: number = 0; - private _dx: number = 0; - private _dy: number = 0; - private _oldCameraX: number = 0; - private _oldCameraY: number = 0; - private _dirty: bool = true; - private _columnData; - - public camera: Camera; - public canvas: HTMLCanvasElement; - public context: CanvasRenderingContext2D; - - private createCanvas() { - - this.canvas = document.createElement('canvas'); - this.canvas.width = this._game.stage.width; - this.canvas.height = this._game.stage.height; - this.context = this.canvas.getContext('2d'); - - } - - public update() { - - /* - if (this.camera.worldView.x !== this._oldCameraX || this.camera.worldView.y !== this._oldCameraY) - { - this._dirty = true; } - this._oldCameraX = this.camera.worldView.x; - this._oldCameraY = this.camera.worldView.y; - */ + private _game: Game; + private _tilemap: Tilemap; + private _texture; + private _tileOffsets; - } + private _startX: number = 0; + private _maxX: number = 0; + private _startY: number = 0; + private _maxY: number = 0; + private _tx: number = 0; + private _ty: number = 0; + private _dx: number = 0; + private _dy: number = 0; + private _oldCameraX: number = 0; + private _oldCameraY: number = 0; + private _dirty: bool = true; + private _columnData; - public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { + public camera: Camera; + public canvas: HTMLCanvasElement; + public context: CanvasRenderingContext2D; - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('TilemapBuffer', x, y); - this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14); - this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28); - this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42); - this._game.stage.context.fillText('Dirty: ' + this._dirty, x, y + 56); - - } + private createCanvas() { - public render(dx, dy): bool { + this.canvas = document.createElement('canvas'); + this.canvas.width = this._game.stage.width; + this.canvas.height = this._game.stage.height; + this.context = this.canvas.getContext('2d'); - /* - if (this._dirty == false) - { - this._game.stage.context.drawImage(this.canvas, 0, 0); - - return true; - } - */ - - // Work out how many tiles we can fit into our camera and round it up for the edges - this._maxX = this._game.math.ceil(this.camera.width / this._tilemap.tileWidth) + 1; - this._maxY = this._game.math.ceil(this.camera.height / this._tilemap.tileHeight) + 1; - - // And now work out where in the tilemap the camera actually is - this._startX = this._game.math.floor(this.camera.worldView.x / this._tilemap.tileWidth); - this._startY = this._game.math.floor(this.camera.worldView.y / this._tilemap.tileHeight); - - // Tilemap bounds check - if (this._startX < 0) - { - this._startX = 0; } - if (this._startY < 0) - { - this._startY = 0; - } + public update() { - if (this._startX + this._maxX > this._tilemap.widthInTiles) - { - this._startX = this._tilemap.widthInTiles - this._maxX; - } - - if (this._startY + this._maxY > this._tilemap.heightInTiles) - { - this._startY = this._tilemap.heightInTiles - this._maxY; - } - - // Finally get the offset to avoid the blocky movement - this._dx = dx; - this._dy = dy; - - this._dx += -(this.camera.worldView.x - (this._startX * this._tilemap.tileWidth)); - this._dy += -(this.camera.worldView.y - (this._startY * this._tilemap.tileHeight)); - - this._tx = this._dx; - this._ty = this._dy; - - for (var row = this._startY; row < this._startY + this._maxY; row++) - { - this._columnData = this._tilemap.mapData[row]; - - for (var tile = this._startX; tile < this._startX + this._maxX; tile++) + /* + if (this.camera.worldView.x !== this._oldCameraX || this.camera.worldView.y !== this._oldCameraY) { - if (this._tileOffsets[this._columnData[tile]]) - { - //this.context.drawImage( - this._game.stage.context.drawImage( - this._texture, // Source Image - this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image) - this._tileOffsets[this._columnData[tile]].y, // Source Y - this._tilemap.tileWidth, // Source Width - this._tilemap.tileHeight, // Source Height - this._tx, // Destination X (where on the canvas it'll be drawn) - this._ty, // Destination Y - this._tilemap.tileWidth, // Destination Width (always same as Source Width unless scaled) - this._tilemap.tileHeight // Destination Height (always same as Source Height unless scaled) - ); + this._dirty = true; + } + + this._oldCameraX = this.camera.worldView.x; + this._oldCameraY = this.camera.worldView.y; + */ - this._tx += this._tilemap.tileWidth; - } + } + + public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { + + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('TilemapBuffer', x, y); + this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14); + this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28); + this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42); + this._game.stage.context.fillText('Dirty: ' + this._dirty, x, y + 56); + + } + + public render(dx, dy): bool { + + /* + if (this._dirty == false) + { + this._game.stage.context.drawImage(this.canvas, 0, 0); + + return true; + } + */ + + // Work out how many tiles we can fit into our camera and round it up for the edges + this._maxX = this._game.math.ceil(this.camera.width / this._tilemap.tileWidth) + 1; + this._maxY = this._game.math.ceil(this.camera.height / this._tilemap.tileHeight) + 1; + + // And now work out where in the tilemap the camera actually is + this._startX = this._game.math.floor(this.camera.worldView.x / this._tilemap.tileWidth); + this._startY = this._game.math.floor(this.camera.worldView.y / this._tilemap.tileHeight); + + // Tilemap bounds check + if (this._startX < 0) + { + this._startX = 0; } + if (this._startY < 0) + { + this._startY = 0; + } + + if (this._startX + this._maxX > this._tilemap.widthInTiles) + { + this._startX = this._tilemap.widthInTiles - this._maxX; + } + + if (this._startY + this._maxY > this._tilemap.heightInTiles) + { + this._startY = this._tilemap.heightInTiles - this._maxY; + } + + // Finally get the offset to avoid the blocky movement + this._dx = dx; + this._dy = dy; + + this._dx += -(this.camera.worldView.x - (this._startX * this._tilemap.tileWidth)); + this._dy += -(this.camera.worldView.y - (this._startY * this._tilemap.tileHeight)); + this._tx = this._dx; - this._ty += this._tilemap.tileHeight; + this._ty = this._dy; + + for (var row = this._startY; row < this._startY + this._maxY; row++) + { + this._columnData = this._tilemap.mapData[row]; + + for (var tile = this._startX; tile < this._startX + this._maxX; tile++) + { + if (this._tileOffsets[this._columnData[tile]]) + { + //this.context.drawImage( + this._game.stage.context.drawImage( + this._texture, // Source Image + this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image) + this._tileOffsets[this._columnData[tile]].y, // Source Y + this._tilemap.tileWidth, // Source Width + this._tilemap.tileHeight, // Source Height + this._tx, // Destination X (where on the canvas it'll be drawn) + this._ty, // Destination Y + this._tilemap.tileWidth, // Destination Width (always same as Source Width unless scaled) + this._tilemap.tileHeight // Destination Height (always same as Source Height unless scaled) + ); + + this._tx += this._tilemap.tileWidth; + } + } + + this._tx = this._dx; + this._ty += this._tilemap.tileHeight; + + } + + //this._game.stage.context.drawImage(this.canvas, 0, 0); + //console.log('dirty cleaned'); + //this._dirty = false; + + return true; } - //this._game.stage.context.drawImage(this.canvas, 0, 0); - //console.log('dirty cleaned'); - //this._dirty = false; - - return true; - } -} +} \ No newline at end of file diff --git a/Phaser/system/Tween.ts b/Phaser/system/Tween.ts new file mode 100644 index 000000000..ff6638ae0 --- /dev/null +++ b/Phaser/system/Tween.ts @@ -0,0 +1,240 @@ +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// + +/** + * Phaser - Tween + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser { + + export class Tween { + + constructor(object, game:Phaser.Game) { + + this._object = object; + + this._game = game; + this._manager = this._game.tweens; + this._interpolationFunction = this._game.math.linearInterpolation; + this._easingFunction = Phaser.Easing.Linear.None; + + this.onStart = new Phaser.Signal(); + this.onUpdate = new Phaser.Signal(); + this.onComplete = new Phaser.Signal(); + + } + + private _game: Phaser.Game; + private _manager: Phaser.TweenManager; + private _object = null; + private _pausedTime: number = 0; + + private _valuesStart = {}; + private _valuesEnd = {}; + private _duration = 1000; + private _delayTime = 0; + private _startTime = null; + private _easingFunction; + private _interpolationFunction; + private _chainedTweens = []; + + public onStart: Phaser.Signal; + public onUpdate: Phaser.Signal; + public onComplete: Phaser.Signal; + + public to(properties, duration?: number = 1000, ease?: any = null, autoStart?: bool = false) { + + this._duration = duration; + + // If properties isn't an object this will fail, sanity check it here somehow? + this._valuesEnd = properties; + + if (ease !== null) + { + this._easingFunction = ease; + } + + if (autoStart === true) + { + return this.start(); + } + else + { + return this; + } + + } + + public start() { + + if (this._game === null || this._object === null) + { + return; + } + + this._manager.add(this); + + this.onStart.dispatch(this._object); + + this._startTime = this._game.time.now + this._delayTime; + + for (var property in this._valuesEnd) + { + // This prevents the interpolation of null values or of non-existing properties + if (this._object[property] === null || !(property in this._object)) + { + throw Error('Phaser.Tween interpolation of null value of non-existing property'); + continue; + } + + // check if an Array was provided as property value + if (this._valuesEnd[property] instanceof Array) + { + if (this._valuesEnd[property].length === 0) + { + continue; + } + + // create a local copy of the Array with the start value at the front + this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]); + } + + this._valuesStart[property] = this._object[property]; + + } + + return this; + + } + + public stop() { + + if (this._manager !== null) + { + this._manager.remove(this); + } + + return this; + + } + + public set parent(value:Phaser.Game) { + + this._game = value; + this._manager = this._game.tweens; + + } + + public set delay(amount:number) { + this._delayTime = amount; + } + + public get delay(): number { + return this._delayTime; + } + + public set easing(easing) { + this._easingFunction = easing; + } + + public get easing():any { + return this._easingFunction; + } + + public set interpolation(interpolation) { + this._interpolationFunction = interpolation; + } + + public get interpolation():any { + return this._interpolationFunction; + } + + public chain(tween:Phaser.Tween) { + + this._chainedTweens.push(tween); + + return this; + + } + + public debugValue; + + public update(time) { + + if (this._game.paused == true) + { + if (this._pausedTime == 0) + { + this._pausedTime = time; + } + } + else + { + // Ok we aren't paused, but was there some time gained? + if (this._pausedTime > 0) + { + this._startTime += (time - this._pausedTime); + this._pausedTime = 0; + } + } + + if (time < this._startTime) + { + return true; + } + + var elapsed = (time - this._startTime) / this._duration; + elapsed = elapsed > 1 ? 1 : elapsed; + + var value = this._easingFunction(elapsed); + + for (var property in this._valuesStart) + { + // Add checks for object, array, numeric up front + if (this._valuesEnd[property] instanceof Array) + { + this._object[property] = this._interpolationFunction(this._valuesEnd[property], value); + } + else + { + this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value; + } + } + + this.onUpdate.dispatch(this._object, value); + + if (elapsed == 1) + { + this.onComplete.dispatch(this._object); + + for (var i = 0; i < this._chainedTweens.length; i++) + { + this._chainedTweens[i].start(); + } + + return false; + + } + + return true; + + } + + } +} diff --git a/Phaser/system/animation/Animation.ts b/Phaser/system/animation/Animation.ts index b8c121be5..3ed5df22e 100644 --- a/Phaser/system/animation/Animation.ts +++ b/Phaser/system/animation/Animation.ts @@ -1,8 +1,4 @@ /// -/// -/// -/// -/// /** * Animation @@ -13,142 +9,150 @@ * @author Richard Davey */ -class Animation { +/** +* Phaser +*/ - constructor(game: Game, parent: Sprite, frameData: FrameData, name, frames, delay, looped) { +module Phaser { - this._game = game; - this._parent = parent; - this._frames = frames; - this._frameData = frameData; + export class Animation { - this.name = name; - this.delay = 1000 / delay; - this.looped = looped; + constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool) { - this.isFinished = false; - this.isPlaying = false; + this._game = game; + this._parent = parent; + this._frames = frames; + this._frameData = frameData; - } + this.name = name; + this.delay = 1000 / delay; + this.looped = looped; - private _game: Game; - private _parent: Sprite; - private _frames: number[]; - private _frameData: FrameData; - private _frameIndex: number; + this.isFinished = false; + this.isPlaying = false; - private _timeLastFrame: number; - private _timeNextFrame: number; - - public name: string; - public currentFrame: Frame; - - public isFinished: bool; - public isPlaying: bool; - public looped: bool; - public delay: number; - - public get frameTotal(): number { - return this._frames.length; - } - - public get frame(): number { - return this._frameIndex; - } - - public set frame(value: number) { - - this.currentFrame = this._frameData.getFrame(value); - - if (this.currentFrame !== null) - { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = value; } - } + private _game: Game; + private _parent: Sprite; + private _frames: number[]; + private _frameData: FrameData; + private _frameIndex: number; - public play(frameRate?: number = null, loop?: bool) { + private _timeLastFrame: number; + private _timeNextFrame: number; - if (frameRate !== null) - { - this.delay = 1000 / frameRate; + public name: string; + public currentFrame: Frame; + + public isFinished: bool; + public isPlaying: bool; + public looped: bool; + public delay: number; + + public get frameTotal(): number { + return this._frames.length; } - if (loop !== undefined) - { - this.looped = loop; + public get frame(): number { + return this._frameIndex; } - this.isPlaying = true; - this.isFinished = false; + public set frame(value: number) { - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; + this.currentFrame = this._frameData.getFrame(value); - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - - } - - private onComplete() { - - this.isPlaying = false; - this.isFinished = true; - // callback - - } - - public stop() { - - this.isPlaying = false; - this.isFinished = true; - - } - - public update():bool { - - if (this.isPlaying == true && this._game.time.now >= this._timeNextFrame) - { - this._frameIndex++; - - if (this._frameIndex == this._frames.length) + if (this.currentFrame !== null) { - if (this.looped) - { - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - else - { - this.onComplete(); - } + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = value; } - else + + } + + public play(frameRate?: number = null, loop?: bool) { + + if (frameRate !== null) { - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + this.delay = 1000 / frameRate; } + if (loop !== undefined) + { + this.looped = loop; + } + + this.isPlaying = true; + this.isFinished = false; + this._timeLastFrame = this._game.time.now; this._timeNextFrame = this._game.time.now + this.delay; - return true; + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } - return false; + private onComplete() { + + this.isPlaying = false; + this.isFinished = true; + // callback + + } + + public stop() { + + this.isPlaying = false; + this.isFinished = true; + + } + + public update(): bool { + + if (this.isPlaying == true && this._game.time.now >= this._timeNextFrame) + { + this._frameIndex++; + + if (this._frameIndex == this._frames.length) + { + if (this.looped) + { + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } + else + { + this.onComplete(); + } + } + else + { + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } + + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + + return true; + } + + return false; + + } + + public destroy() { + + this._game = null; + this._parent = null; + this._frames = null; + this._frameData = null; + this.currentFrame = null; + this.isPlaying = false; + + } } - public destroy() { - - this._game = null; - this._parent = null; - this._frames = null; - this._frameData = null; - this.currentFrame = null; - this.isPlaying = false; - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/animation/AnimationLoader.ts b/Phaser/system/animation/AnimationLoader.ts index 78fb11de8..a496756cc 100644 --- a/Phaser/system/animation/AnimationLoader.ts +++ b/Phaser/system/animation/AnimationLoader.ts @@ -1,83 +1,86 @@ /// -/// -/// -/// -/// -class AnimationLoader { +/** +* Phaser +*/ - public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax:number): FrameData { +module Phaser { - // How big is our image? + export class AnimationLoader { - var img = game.cache.getImage(key); + public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData { - if (img == null) - { - return null; - } + // How big is our image? - var width = img.width; - var height = img.height; + var img = game.cache.getImage(key); - var row = Math.round(width / frameWidth); - var column = Math.round(height / frameHeight); - var total = row * column; - - if (frameMax !== -1) - { - total = frameMax; - } - - // Zero or smaller than frame sizes? - if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) - { - return null; - } - - // Let's create some frames then - var data: FrameData = new FrameData(); - - var x = 0; - var y = 0; - - for (var i = 0; i < total; i++) - { - data.addFrame(new Frame(x, y, frameWidth, frameHeight, '')); - - x += frameWidth; - - if (x === width) + if (img == null) { - x = 0; - y += frameHeight; + return null; } + var width = img.width; + var height = img.height; + + var row = Math.round(width / frameWidth); + var column = Math.round(height / frameHeight); + var total = row * column; + + if (frameMax !== -1) + { + total = frameMax; + } + + // Zero or smaller than frame sizes? + if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) + { + return null; + } + + // Let's create some frames then + var data: FrameData = new FrameData(); + + var x = 0; + var y = 0; + + for (var i = 0; i < total; i++) + { + data.addFrame(new Frame(x, y, frameWidth, frameHeight, '')); + + x += frameWidth; + + if (x === width) + { + x = 0; + y += frameHeight; + } + + } + + return data; + } - return data; + public static parseJSONData(game: Game, json): FrameData { + + // Let's create some frames then + var data: FrameData = new FrameData(); + + // By this stage frames is a fully parsed array + var frames = json; + + var newFrame: Frame; + + for (var i = 0; i < frames.length; i++) + { + newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); + newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); + } + + return data; + + } } - public static parseJSONData(game: Game, json): FrameData { - - // Let's create some frames then - var data: FrameData = new FrameData(); - - // By this stage frames is a fully parsed array - var frames = json; - - var newFrame:Frame; - - for (var i = 0; i < frames.length; i++) - { - newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); - newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); - } - - return data; - - } - -} - +} \ No newline at end of file diff --git a/Phaser/system/animation/Frame.ts b/Phaser/system/animation/Frame.ts index e6e862e64..4f6abe117 100644 --- a/Phaser/system/animation/Frame.ts +++ b/Phaser/system/animation/Frame.ts @@ -1,68 +1,72 @@ /// -/// -/// -/// -/// -class Frame { +/** +* Phaser +*/ - constructor(x: number, y: number, width: number, height: number, name: string) { +module Phaser { - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.name = name; + export class Frame { - this.rotated = false; - this.trimmed = false; + constructor(x: number, y: number, width: number, height: number, name: string) { + + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.name = name; + + this.rotated = false; + this.trimmed = false; + + } + + // Position within the image to cut from + public x: number; + public y: number; + public width: number; + public height: number; + + // Useful for Sprite Sheets + public index: number; + + // Useful for Texture Atlas files (is set to the filename value) + public name: string = ''; + + // Rotated? (not yet implemented) + public rotated: bool = false; + + // Either cw or ccw, rotation is always 90 degrees + public rotationDirection: string = 'cw'; + + // Was it trimmed when packed? + public trimmed: bool; + + // The coordinates of the trimmed sprite inside the original sprite + public sourceSizeW: number; + public sourceSizeH: number; + public spriteSourceSizeX: number; + public spriteSourceSizeY: number; + public spriteSourceSizeW: number; + public spriteSourceSizeH: number; + + public setRotation(rotated: bool, rotationDirection: string) { + // Not yet supported + } + + public setTrim(trimmed: bool, actualWidth, actualHeight, destX, destY, destWidth, destHeight, ) { + + this.trimmed = trimmed; + + this.sourceSizeW = actualWidth; + this.sourceSizeH = actualHeight; + this.spriteSourceSizeX = destX; + this.spriteSourceSizeY = destY; + this.spriteSourceSizeW = destWidth; + this.spriteSourceSizeH = destHeight; + + } } - // Position within the image to cut from - public x: number; - public y: number; - public width: number; - public height: number; - - // Useful for Sprite Sheets - public index: number; - - // Useful for Texture Atlas files (is set to the filename value) - public name: string = ''; - - // Rotated? (not yet implemented) - public rotated: bool = false; - - // Either cw or ccw, rotation is always 90 degrees - public rotationDirection: string = 'cw'; - - // Was it trimmed when packed? - public trimmed: bool; - - // The coordinates of the trimmed sprite inside the original sprite - public sourceSizeW: number; - public sourceSizeH: number; - public spriteSourceSizeX: number; - public spriteSourceSizeY: number; - public spriteSourceSizeW: number; - public spriteSourceSizeH: number; - - public setRotation(rotated: bool, rotationDirection: string) { - // Not yet supported - } - - public setTrim(trimmed: bool, actualWidth, actualHeight, destX, destY, destWidth, destHeight, ) { - - this.trimmed = trimmed; - - this.sourceSizeW = actualWidth; - this.sourceSizeH = actualHeight; - this.spriteSourceSizeX = destX; - this.spriteSourceSizeY = destY; - this.spriteSourceSizeW = destWidth; - this.spriteSourceSizeH = destHeight; - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/animation/FrameData.ts b/Phaser/system/animation/FrameData.ts index 41ae22186..c0712ad95 100644 --- a/Phaser/system/animation/FrameData.ts +++ b/Phaser/system/animation/FrameData.ts @@ -1,100 +1,131 @@ /// -/// -/// -/// -/// -class FrameData { +/** +* Phaser +*/ - constructor() { +module Phaser { - this._frames = []; - this._frameNames = []; + export class FrameData { - } + constructor() { - private _frames: Frame[]; - private _frameNames; + this._frames = []; + this._frameNames = []; - public get total(): number { - return this._frames.length; - } - - public addFrame(frame: Frame):Frame { - - frame.index = this._frames.length; - - this._frames.push(frame); - - if (frame.name !== '') - { - this._frameNames[frame.name] = frame.index; } - return frame; + private _frames: Frame[]; + private _frameNames; - } - - public getFrame(index: number):Frame { - - if (this._frames[index]) - { - return this._frames[index]; + public get total(): number { + return this._frames.length; } - return null; + public addFrame(frame: Frame): Frame { - } + frame.index = this._frames.length; - public getFrameByName(name: string):Frame { + this._frames.push(frame); + + if (frame.name !== '') + { + this._frameNames[frame.name] = frame.index; + } + + return frame; - if (this._frameNames[name] >= 0) - { - return this._frames[this._frameNames[name]]; } - return null; + public getFrame(index: number): Frame { - } + if (this._frames[index]) + { + return this._frames[index]; + } - public getFrameRange(start: number, end: number, output?:Frame[] = []):Frame[] { + return null; - for (var i = start; i <= end; i++) - { - output.push(this._frames[i]); } - return output; + public getFrameByName(name: string): Frame { - } + if (this._frameNames[name] >= 0) + { + return this._frames[this._frameNames[name]]; + } - public getFrameIndexes(output?:number[] = []):number[] { + return null; - output.length = 0; - - for (var i = 0; i < this._frames.length; i++) - { - output.push(i); } - return output; + public checkFrameName(name: string): bool { - } + if (this._frameNames[name] >= 0) + { + return true; + } - public getAllFrames():Frame[] { - return this._frames; - } + return false; - public getFrames(range: number[]) { - - var output: Frame[] = []; - - for (var i = 0; i < range.length; i++) - { - output.push(this._frames[i]); } - return output; + public getFrameRange(start: number, end: number, output?: Frame[] = []): Frame[] { + + for (var i = start; i <= end; i++) + { + output.push(this._frames[i]); + } + + return output; + + } + + public getFrameIndexes(output?: number[] = []): number[] { + + output.length = 0; + + for (var i = 0; i < this._frames.length; i++) + { + output.push(i); + } + + return output; + + } + + public getFrameIndexesByName(input: string[]): number[] { + + var output: number[] = []; + + for (var i = 0; i < input.length; i++) + { + if (this.getFrameByName(input[i])) + { + output.push(this.getFrameByName(input[i]).index); + } + } + + return output; + + } + + public getAllFrames(): Frame[] { + return this._frames; + } + + public getFrames(range: number[]) { + + var output: Frame[] = []; + + for (var i = 0; i < range.length; i++) + { + output.push(this._frames[i]); + } + + return output; + + } } diff --git a/Phaser/system/easing/Back.ts b/Phaser/system/easing/Back.ts new file mode 100644 index 000000000..1add77c97 --- /dev/null +++ b/Phaser/system/easing/Back.ts @@ -0,0 +1,41 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Back { + + public static In(k) { + + var s = 1.70158; + return k * k * ((s + 1) * k - s); + + } + + public static Out(k) { + + var s = 1.70158; + return --k * k * ((s + 1) * k + s) + 1; + + } + + public static InOut(k) { + + var s = 1.70158 * 1.525; + if ((k *= 2) < 1) return 0.5 * (k * k * ((s + 1) * k - s)); + return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); + + } + + } + +} diff --git a/Phaser/system/easing/Bounce.ts b/Phaser/system/easing/Bounce.ts new file mode 100644 index 000000000..714b22282 --- /dev/null +++ b/Phaser/system/easing/Bounce.ts @@ -0,0 +1,53 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Bounce { + + public static In(k) { + + return 1 - Phaser.Easing.Bounce.Out(1 - k); + + } + + public static Out(k) { + + if (k < (1 / 2.75)) + { + return 7.5625 * k * k; + } + else if (k < (2 / 2.75)) + { + return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; + } + else if (k < (2.5 / 2.75)) + { + return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; + } + else + { + return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; + } + + } + + public static InOut(k) { + + if (k < 0.5) return Phaser.Easing.Bounce.In(k * 2) * 0.5; + return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; + + } + + } + +} diff --git a/Phaser/system/easing/Circular.ts b/Phaser/system/easing/Circular.ts new file mode 100644 index 000000000..fb534e6ec --- /dev/null +++ b/Phaser/system/easing/Circular.ts @@ -0,0 +1,38 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Circular { + + public static In(k) { + + return 1 - Math.sqrt(1 - k * k); + + } + + public static Out(k) { + + return Math.sqrt(1 - (--k * k)); + + } + + public static InOut(k) { + + if ((k *= 2) < 1) return -0.5 * (Math.sqrt(1 - k * k) - 1); + return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); + + } + + } + +} diff --git a/Phaser/system/easing/Cubic.ts b/Phaser/system/easing/Cubic.ts new file mode 100644 index 000000000..f90d6cbf8 --- /dev/null +++ b/Phaser/system/easing/Cubic.ts @@ -0,0 +1,38 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Cubic { + + public static In(k) { + + return k * k * k; + + } + + public static Out(k) { + + return --k * k * k + 1; + + } + + public static InOut(k) { + + if ((k *= 2) < 1) return 0.5 * k * k * k; + return 0.5 * ((k -= 2) * k * k + 2); + + } + + } + +} diff --git a/Phaser/system/easing/Elastic.ts b/Phaser/system/easing/Elastic.ts new file mode 100644 index 000000000..8fc9307ee --- /dev/null +++ b/Phaser/system/easing/Elastic.ts @@ -0,0 +1,53 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Elastic { + + public static In(k) { + + var s, a = 0.1, p = 0.4; + if (k === 0) return 0; + if (k === 1) return 1; + if (!a || a < 1) { a = 1; s = p / 4; } + else s = p * Math.asin(1 / a) / (2 * Math.PI); + return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); + + } + + public static Out(k) { + + var s, a = 0.1, p = 0.4; + if (k === 0) return 0; + if (k === 1) return 1; + if (!a || a < 1) { a = 1; s = p / 4; } + else s = p * Math.asin(1 / a) / (2 * Math.PI); + return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); + + } + + public static InOut(k) { + + var s, a = 0.1, p = 0.4; + if (k === 0) return 0; + if (k === 1) return 1; + if (!a || a < 1) { a = 1; s = p / 4; } + else s = p * Math.asin(1 / a) / (2 * Math.PI); + if ((k *= 2) < 1) return -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); + return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; + + } + + } + +} diff --git a/Phaser/system/easing/Exponential.ts b/Phaser/system/easing/Exponential.ts new file mode 100644 index 000000000..0e0f503e4 --- /dev/null +++ b/Phaser/system/easing/Exponential.ts @@ -0,0 +1,40 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Exponential { + + public static In(k) { + + return k === 0 ? 0 : Math.pow(1024, k - 1); + + } + + public static Out(k) { + + return k === 1 ? 1 : 1 - Math.pow(2, -10 * k); + + } + + public static InOut(k) { + + if (k === 0) return 0; + if (k === 1) return 1; + if ((k *= 2) < 1) return 0.5 * Math.pow(1024, k - 1); + return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2); + + } + + } + +} diff --git a/Phaser/system/easing/Linear.ts b/Phaser/system/easing/Linear.ts new file mode 100644 index 000000000..ff5855490 --- /dev/null +++ b/Phaser/system/easing/Linear.ts @@ -0,0 +1,25 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Linear { + + public static None(k) { + + return k; + + } + + } + +} diff --git a/Phaser/system/easing/Quadratic.ts b/Phaser/system/easing/Quadratic.ts new file mode 100644 index 000000000..0ea101ecd --- /dev/null +++ b/Phaser/system/easing/Quadratic.ts @@ -0,0 +1,38 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Quadratic { + + public static In(k) { + + return k * k; + + } + + public static Out(k) { + + return k * (2 - k); + + } + + public static InOut(k) { + + if ((k *= 2) < 1) return 0.5 * k * k; + return -0.5 * (--k * (k - 2) - 1); + + } + + } + +} diff --git a/Phaser/system/easing/Quartic.ts b/Phaser/system/easing/Quartic.ts new file mode 100644 index 000000000..a43c25e22 --- /dev/null +++ b/Phaser/system/easing/Quartic.ts @@ -0,0 +1,38 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Quartic { + + public static In(k) { + + return k * k * k * k; + + } + + public static Out(k) { + + return 1 - (--k * k * k * k); + + } + + public static InOut(k) { + + if ((k *= 2) < 1) return 0.5 * k * k * k * k; + return -0.5 * ((k -= 2) * k * k * k - 2); + + } + + } + +} diff --git a/Phaser/system/easing/Quintic.ts b/Phaser/system/easing/Quintic.ts new file mode 100644 index 000000000..78ed48e0e --- /dev/null +++ b/Phaser/system/easing/Quintic.ts @@ -0,0 +1,38 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Quintic { + + public static In(k) { + + return k * k * k * k * k; + + } + + public static Out(k) { + + return --k * k * k * k * k + 1; + + } + + public static InOut(k) { + + if ((k *= 2) < 1) return 0.5 * k * k * k * k * k; + return 0.5 * ((k -= 2) * k * k * k * k + 2); + + } + + } + +} diff --git a/Phaser/system/easing/Sinusoidal.ts b/Phaser/system/easing/Sinusoidal.ts new file mode 100644 index 000000000..1406b0157 --- /dev/null +++ b/Phaser/system/easing/Sinusoidal.ts @@ -0,0 +1,37 @@ +/// + +/** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + +module Phaser.Easing { + + export class Sinusoidal { + + public static In(k) { + + return 1 - Math.cos(k * Math.PI / 2); + + } + + public static Out(k) { + + return Math.sin(k * Math.PI / 2); + + } + + public static InOut(k) { + + return 0.5 * (1 - Math.cos(Math.PI * k)); + + } + + } + +} diff --git a/Phaser/system/input/Finger.ts b/Phaser/system/input/Finger.ts index 9dda092f1..a052ae8e8 100644 --- a/Phaser/system/input/Finger.ts +++ b/Phaser/system/input/Finger.ts @@ -1,6 +1,4 @@ /// -/// -/// /** * Input - Finger @@ -13,311 +11,318 @@ * @todo Lots */ -class Finger { +/** +* Phaser +*/ - /** - * Constructor - * @param {Kiwi.Game} game. - * @return {Kiwi.Input.Finger} This object. - */ - constructor(game: Game) { +module Phaser { - this._game = game; - this.active = false; + export class Finger { - } + /** + * Constructor + * @param {Phaser.Game} game. + * @return {Phaser.Finger} This object. + */ + constructor(game: Game) { - /** - * - * @property _game - * @type Kiwi.Game - * @private - **/ - private _game: Game; + this._game = game; + this.active = false; - /** - * An identification number for each touch point. When a touch point becomes active, it must be assigned an identifier that is distinct from any other active touch point. While the touch point remains active, all events that refer to it must assign it the same identifier. - * @property identifier - * @type Number - */ - public identifier: number; - - /** - * - * @property active - * @type Boolean - */ - public active: bool; - - /** - * - * @property point - * @type Point - **/ - public point: Point = null; - - /** - * - * @property circle - * @type Circle - **/ - public circle: Circle = null; - - /** - * - * @property withinGame - * @type Boolean - */ - public withinGame: bool = false; - - /** - * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientX - * @type Number - */ - public clientX: number = -1; - - // - /** - * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientY - * @type Number - */ - public clientY: number = -1; - - // - /** - * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageX - * @type Number - */ - public pageX: number = -1; - - /** - * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageY - * @type Number - */ - public pageY: number = -1; - - /** - * The horizontal coordinate of point relative to the screen in pixels - * @property screenX - * @type Number - */ - public screenX: number = -1; - - /** - * The vertical coordinate of point relative to the screen in pixels - * @property screenY - * @type Number - */ - public screenY: number = -1; - - /** - * The horizontal coordinate of point relative to the game element - * @property x - * @type Number - */ - public x: number = -1; - - /** - * The vertical coordinate of point relative to the game element - * @property y - * @type Number - */ - public y: number = -1; - - /** - * The Element on which the touch point started when it was first placed on the surface, even if the touch point has since moved outside the interactive area of that element. - * @property target - * @type Any - */ - public target; - - /** - * - * @property isDown - * @type Boolean - **/ - public isDown: bool = false; - - /** - * - * @property isUp - * @type Boolean - **/ - public isUp: bool = false; - - /** - * - * @property timeDown - * @type Number - **/ - public timeDown: number = 0; - - /** - * - * @property duration - * @type Number - **/ - public duration: number = 0; - - /** - * - * @property timeUp - * @type Number - **/ - public timeUp: number = 0; - - /** - * - * @property justPressedRate - * @type Number - **/ - public justPressedRate: number = 200; - - /** - * - * @property justReleasedRate - * @type Number - **/ - public justReleasedRate: number = 200; - - /** - * - * @method start - * @param {Any} event - */ - public start(event) { - - this.identifier = event.identifier; - this.target = event.target; - - // populate geom objects - if (this.point === null) - { - this.point = new Point(); } - if (this.circle === null) - { - this.circle = new Circle(0, 0, 44); + /** + * + * @property _game + * @type Phaser.Game + * @private + **/ + private _game: Game; + + /** + * An identification number for each touch point. When a touch point becomes active, it must be assigned an identifier that is distinct from any other active touch point. While the touch point remains active, all events that refer to it must assign it the same identifier. + * @property identifier + * @type Number + */ + public identifier: number; + + /** + * + * @property active + * @type Boolean + */ + public active: bool; + + /** + * + * @property point + * @type Point + **/ + public point: Point = null; + + /** + * + * @property circle + * @type Circle + **/ + public circle: Circle = null; + + /** + * + * @property withinGame + * @type Boolean + */ + public withinGame: bool = false; + + /** + * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientX + * @type Number + */ + public clientX: number = -1; + + // + /** + * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientY + * @type Number + */ + public clientY: number = -1; + + // + /** + * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageX + * @type Number + */ + public pageX: number = -1; + + /** + * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageY + * @type Number + */ + public pageY: number = -1; + + /** + * The horizontal coordinate of point relative to the screen in pixels + * @property screenX + * @type Number + */ + public screenX: number = -1; + + /** + * The vertical coordinate of point relative to the screen in pixels + * @property screenY + * @type Number + */ + public screenY: number = -1; + + /** + * The horizontal coordinate of point relative to the game element + * @property x + * @type Number + */ + public x: number = -1; + + /** + * The vertical coordinate of point relative to the game element + * @property y + * @type Number + */ + public y: number = -1; + + /** + * The Element on which the touch point started when it was first placed on the surface, even if the touch point has since moved outside the interactive area of that element. + * @property target + * @type Any + */ + public target; + + /** + * + * @property isDown + * @type Boolean + **/ + public isDown: bool = false; + + /** + * + * @property isUp + * @type Boolean + **/ + public isUp: bool = false; + + /** + * + * @property timeDown + * @type Number + **/ + public timeDown: number = 0; + + /** + * + * @property duration + * @type Number + **/ + public duration: number = 0; + + /** + * + * @property timeUp + * @type Number + **/ + public timeUp: number = 0; + + /** + * + * @property justPressedRate + * @type Number + **/ + public justPressedRate: number = 200; + + /** + * + * @property justReleasedRate + * @type Number + **/ + public justReleasedRate: number = 200; + + /** + * + * @method start + * @param {Any} event + */ + public start(event) { + + this.identifier = event.identifier; + this.target = event.target; + + // populate geom objects + if (this.point === null) + { + this.point = new Point(); + } + + if (this.circle === null) + { + this.circle = new Circle(0, 0, 44); + } + + this.move(event); + + this.active = true; + this.withinGame = true; + this.isDown = true; + this.isUp = false; + this.timeDown = this._game.time.now; + } - this.move(event); + /** + * + * @method move + * @param {Any} event + */ + public move(event) { - this.active = true; - this.withinGame = true; - this.isDown = true; - this.isUp = false; - this.timeDown = this._game.time.now; + this.clientX = event.clientX; + this.clientY = event.clientY; + this.pageX = event.pageX; + this.pageY = event.pageY; + this.screenX = event.screenX; + this.screenY = event.screenY; - } + this.x = this.pageX - this._game.stage.offset.x; + this.y = this.pageY - this._game.stage.offset.y; - /** - * - * @method move - * @param {Any} event - */ - public move(event) { + this.point.setTo(this.x, this.y); + this.circle.setTo(this.x, this.y, 44); - this.clientX = event.clientX; - this.clientY = event.clientY; - this.pageX = event.pageX; - this.pageY = event.pageY; - this.screenX = event.screenX; - this.screenY = event.screenY; + // Droppings history (used for gestures and motion tracking) - this.x = this.pageX - this._game.stage.offset.x; - this.y = this.pageY - this._game.stage.offset.y; + this.duration = this._game.time.now - this.timeDown; - this.point.setTo(this.x, this.y); - this.circle.setTo(this.x, this.y, 44); - - // Droppings history (used for gestures and motion tracking) - - this.duration = this._game.time.now - this.timeDown; - - } - - /** - * - * @method leave - * @param {Any} event - */ - public leave(event) { - - this.withinGame = false; - this.move(event); - - } - - /** - * - * @method stop - * @param {Any} event - */ - public stop(event) { - - this.active = false; - this.withinGame = false; - - this.isDown = false; - this.isUp = true; - this.timeUp = this._game.time.now; - this.duration = this.timeUp - this.timeDown; - - } - - /** - * - * @method justPressed - * @param {Number} [duration]. - * @return {Boolean} - */ - public justPressed(duration?: number = this.justPressedRate): bool { - - if (this.isDown === true && (this.timeDown + duration) > this._game.time.now) - { - return true; } - else - { - return false; + + /** + * + * @method leave + * @param {Any} event + */ + public leave(event) { + + this.withinGame = false; + this.move(event); + + } + + /** + * + * @method stop + * @param {Any} event + */ + public stop(event) { + + this.active = false; + this.withinGame = false; + + this.isDown = false; + this.isUp = true; + this.timeUp = this._game.time.now; + this.duration = this.timeUp - this.timeDown; + + } + + /** + * + * @method justPressed + * @param {Number} [duration]. + * @return {Boolean} + */ + public justPressed(duration?: number = this.justPressedRate): bool { + + if (this.isDown === true && (this.timeDown + duration) > this._game.time.now) + { + return true; + } + else + { + return false; + } + + } + + /** + * + * @method justReleased + * @param {Number} [duration]. + * @return {Boolean} + */ + public justReleased(duration?: number = this.justReleasedRate): bool { + + if (this.isUp === true && (this.timeUp + duration) > this._game.time.now) + { + return true; + } + else + { + return false; + } + + } + + /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + public toString(): string { + + return "[{Finger (identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; + } } - /** - * - * @method justReleased - * @param {Number} [duration]. - * @return {Boolean} - */ - public justReleased(duration?: number = this.justReleasedRate): bool { - - if (this.isUp === true && (this.timeUp + duration) > this._game.time.now) - { - return true; - } - else - { - return false; - } - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - public toString(): string { - - return "[{Finger (identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; - - } - -} - +} \ No newline at end of file diff --git a/Phaser/system/input/Input.ts b/Phaser/system/input/Input.ts index 9fd7e7af4..97dc0c4a6 100644 --- a/Phaser/system/input/Input.ts +++ b/Phaser/system/input/Input.ts @@ -1,76 +1,81 @@ /// -/// -/// -/// -class Input { +/** +* Phaser +*/ - constructor(game: Game) { +module Phaser { - this._game = game; + export class Input { - this.mouse = new Mouse(this._game); - this.keyboard = new Keyboard(this._game); - this.touch = new Touch(this._game); + constructor(game: Game) { + + this._game = game; + + this.mouse = new Mouse(this._game); + this.keyboard = new Keyboard(this._game); + this.touch = new Touch(this._game); + + } + + private _game: Game; + + public mouse: Mouse; + public keyboard: Keyboard; + public touch: Touch; + + public x: number = 0; + public y: number = 0; + + public scaleX: number = 1; + public scaleY: number = 1; + + public worldX: number = 0; + public worldY: number = 0; + + public update() { + + this.x = Math.round(this.x); + this.y = Math.round(this.y); + + this.worldX = this._game.camera.worldView.x + this.x; + this.worldY = this._game.camera.worldView.y + this.y; + + this.mouse.update(); + this.touch.update(); + + } + + public reset() { + + this.mouse.reset(); + this.keyboard.reset(); + this.touch.reset(); + + } + + public getWorldX(camera?: Camera = this._game.camera) { + + return camera.worldView.x + this.x; + + } + + public getWorldY(camera?: Camera = this._game.camera) { + + return camera.worldView.y + this.y; + + } + + public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { + + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Input', x, y); + this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28); + this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); + + } } - private _game: Game; - - public mouse: Mouse; - public keyboard: Keyboard; - public touch: Touch; - - public x: number = 0; - public y: number = 0; - - public scaleX: number = 1; - public scaleY: number = 1; - - public worldX: number = 0; - public worldY: number = 0; - - public update() { - - this.x = Math.round(this.x); - this.y = Math.round(this.y); - - this.worldX = this._game.camera.worldView.x + this.x; - this.worldY = this._game.camera.worldView.y + this.y; - - this.mouse.update(); - this.touch.update(); - - } - - public reset() { - - this.mouse.reset(); - this.keyboard.reset(); - this.touch.reset(); - - } - - public getWorldX(camera?: Camera = this._game.camera) { - - return camera.worldView.x + this.x; - - } - - public getWorldY(camera?: Camera = this._game.camera) { - - return camera.worldView.y + this.y; - - } - - public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { - - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Input', x, y); - this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28); - this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/input/Keyboard.ts b/Phaser/system/input/Keyboard.ts index f3e48c4cb..f5c6530cb 100644 --- a/Phaser/system/input/Keyboard.ts +++ b/Phaser/system/input/Keyboard.ts @@ -1,214 +1,241 @@ /// -/// -class Keyboard { +/** +* Phaser +*/ - constructor(game: Game) { +module Phaser { - this._game = game; - this.start(); + export class Keyboard { + + constructor(game: Game) { + + this._game = game; + this.start(); + + } + + private _game: Game; + private _keys = {}; + private _capture = {}; + + public start() { + + document.body.addEventListener('keydown', (event: KeyboardEvent) => this.onKeyDown(event), false); + document.body.addEventListener('keyup', (event: KeyboardEvent) => this.onKeyUp(event), false); + + } + + public addKeyCapture(keycode: number) { + this._capture[keycode] = true; + } + + public removeKeyCapture(keycode: number) { + delete this._capture[keycode]; + } + + public clearCaptures() { + + this._capture = {}; + + } + + public onKeyDown(event: KeyboardEvent) { + + if (this._capture[event.keyCode]) + { + event.preventDefault(); + } + + if (!this._keys[event.keyCode]) + { + this._keys[event.keyCode] = { isDown: true, timeDown: this._game.time.now, timeUp: 0 }; + } + else + { + this._keys[event.keyCode].isDown = true; + this._keys[event.keyCode].timeDown = this._game.time.now; + } + + } + + public onKeyUp(event: KeyboardEvent) { + + if (this._capture[event.keyCode]) + { + event.preventDefault(); + } + + if (!this._keys[event.keyCode]) + { + this._keys[event.keyCode] = { isDown: false, timeDown: 0, timeUp: this._game.time.now }; + } + else + { + this._keys[event.keyCode].isDown = false; + this._keys[event.keyCode].timeUp = this._game.time.now; + } + + } + + public reset() { + + for (var key in this._keys) + { + this._keys[key].isDown = false; + } + + } + + public justPressed(keycode: number, duration?: number = 250): bool { + + if (this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) + { + return true; + } + else + { + return false; + } + + } + + public justReleased(keycode: number, duration?: number = 250): bool { + + if (this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) + { + return true; + } + else + { + return false; + } + + } + + public isDown(keycode: number): bool { + + if (this._keys[keycode]) + { + return this._keys[keycode].isDown; + } + else + { + return false; + } + + } + + // Letters + public static A: number = "A".charCodeAt(0); + public static B: number = "B".charCodeAt(0); + public static C: number = "C".charCodeAt(0); + public static D: number = "D".charCodeAt(0); + public static E: number = "E".charCodeAt(0); + public static F: number = "F".charCodeAt(0); + public static G: number = "G".charCodeAt(0); + public static H: number = "H".charCodeAt(0); + public static I: number = "I".charCodeAt(0); + public static J: number = "J".charCodeAt(0); + public static K: number = "K".charCodeAt(0); + public static L: number = "L".charCodeAt(0); + public static M: number = "M".charCodeAt(0); + public static N: number = "N".charCodeAt(0); + public static O: number = "O".charCodeAt(0); + public static P: number = "P".charCodeAt(0); + public static Q: number = "Q".charCodeAt(0); + public static R: number = "R".charCodeAt(0); + public static S: number = "S".charCodeAt(0); + public static T: number = "T".charCodeAt(0); + public static U: number = "U".charCodeAt(0); + public static V: number = "V".charCodeAt(0); + public static W: number = "W".charCodeAt(0); + public static X: number = "X".charCodeAt(0); + public static Y: number = "Y".charCodeAt(0); + public static Z: number = "Z".charCodeAt(0); + + // Numbers + public static ZERO: number = "0".charCodeAt(0); + public static ONE: number = "1".charCodeAt(0); + public static TWO: number = "2".charCodeAt(0); + public static THREE: number = "3".charCodeAt(0); + public static FOUR: number = "4".charCodeAt(0); + public static FIVE: number = "5".charCodeAt(0); + public static SIX: number = "6".charCodeAt(0); + public static SEVEN: number = "7".charCodeAt(0); + public static EIGHT: number = "8".charCodeAt(0); + public static NINE: number = "9".charCodeAt(0); + + // Numpad + public static NUMPAD_0: number = 96; + public static NUMPAD_1: number = 97; + public static NUMPAD_2: number = 98; + public static NUMPAD_3: number = 99; + public static NUMPAD_4: number = 100; + public static NUMPAD_5: number = 101; + public static NUMPAD_6: number = 102; + public static NUMPAD_7: number = 103; + public static NUMPAD_8: number = 104; + public static NUMPAD_9: number = 105; + public static NUMPAD_MULTIPLY: number = 106; + public static NUMPAD_ADD: number = 107; + public static NUMPAD_ENTER: number = 108; + public static NUMPAD_SUBTRACT: number = 109; + public static NUMPAD_DECIMAL: number = 110; + public static NUMPAD_DIVIDE: number = 111; + + // Function Keys + public static F1: number = 112; + public static F2: number = 113; + public static F3: number = 114; + public static F4: number = 115; + public static F5: number = 116; + public static F6: number = 117; + public static F7: number = 118; + public static F8: number = 119; + public static F9: number = 120; + public static F10: number = 121; + public static F11: number = 122; + public static F12: number = 123; + public static F13: number = 124; + public static F14: number = 125; + public static F15: number = 126; + + // Symbol Keys + public static COLON: number = 186; + public static EQUALS: number = 187; + public static UNDERSCORE: number = 189; + public static QUESTION_MARK: number = 191; + public static TILDE: number = 192; + public static OPEN_BRACKET: number = 219; + public static BACKWARD_SLASH: number = 220; + public static CLOSED_BRACKET: number = 221; + public static QUOTES: number = 222; + + // Other Keys + public static BACKSPACE: number = 8; + public static TAB: number = 9; + public static CLEAR: number = 12; + public static ENTER: number = 13; + public static SHIFT: number = 16; + public static CONTROL: number = 17; + public static ALT: number = 18; + public static CAPS_LOCK: number = 20; + public static ESC: number = 27; + public static SPACEBAR: number = 32; + public static PAGE_UP: number = 33; + public static PAGE_DOWN: number = 34; + public static END: number = 35; + public static HOME: number = 36; + public static LEFT: number = 37; + public static UP: number = 38; + public static RIGHT: number = 39; + public static DOWN: number = 40; + public static INSERT: number = 45; + public static DELETE: number = 46; + public static HELP: number = 47; + public static NUM_LOCK: number = 144; } - private _game: Game; - - private _keys = {}; - - public start() { - - document.body.addEventListener('keydown', (event: KeyboardEvent) => this.onKeyDown(event), false); - document.body.addEventListener('keyup', (event: KeyboardEvent) => this.onKeyUp(event), false); - - } - - public onKeyDown(event: KeyboardEvent) { - - //event.preventDefault(); - - if (!this._keys[event.keyCode]) - { - this._keys[event.keyCode] = { isDown: true, timeDown: this._game.time.now, timeUp: 0 }; - } - else - { - this._keys[event.keyCode].isDown = true; - this._keys[event.keyCode].timeDown = this._game.time.now; - } - - } - - public onKeyUp(event: KeyboardEvent) { - - //event.preventDefault(); - - if (!this._keys[event.keyCode]) - { - this._keys[event.keyCode] = { isDown: false, timeDown: 0, timeUp: this._game.time.now }; - } - else - { - this._keys[event.keyCode].isDown = false; - this._keys[event.keyCode].timeUp = this._game.time.now; - } - - } - - public reset() { - - for (var key in this._keys) - { - this._keys[key].isDown = false; - } - - } - - public justPressed(keycode: number, duration?: number = 250): bool { - - if (this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) - { - return true; - } - else - { - return false; - } - - } - - public justReleased(keycode: number, duration?: number = 250): bool { - - if (this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) - { - return true; - } - else - { - return false; - } - - } - - public isDown(keycode: number): bool { - - if (this._keys[keycode]) - { - return this._keys[keycode].isDown; - } - else - { - return false; - } - - } - - // Letters - public static A: number = "A".charCodeAt(0); - public static B: number = "B".charCodeAt(0); - public static C: number = "C".charCodeAt(0); - public static D: number = "D".charCodeAt(0); - public static E: number = "E".charCodeAt(0); - public static F: number = "F".charCodeAt(0); - public static G: number = "G".charCodeAt(0); - public static H: number = "H".charCodeAt(0); - public static I: number = "I".charCodeAt(0); - public static J: number = "J".charCodeAt(0); - public static K: number = "K".charCodeAt(0); - public static L: number = "L".charCodeAt(0); - public static M: number = "M".charCodeAt(0); - public static N: number = "N".charCodeAt(0); - public static O: number = "O".charCodeAt(0); - public static P: number = "P".charCodeAt(0); - public static Q: number = "Q".charCodeAt(0); - public static R: number = "R".charCodeAt(0); - public static S: number = "S".charCodeAt(0); - public static T: number = "T".charCodeAt(0); - public static U: number = "U".charCodeAt(0); - public static V: number = "V".charCodeAt(0); - public static W: number = "W".charCodeAt(0); - public static X: number = "X".charCodeAt(0); - public static Y: number = "Y".charCodeAt(0); - public static Z: number = "Z".charCodeAt(0); - - // Numbers - public static ZERO: number = "0".charCodeAt(0); - public static ONE: number = "1".charCodeAt(0); - public static TWO: number = "2".charCodeAt(0); - public static THREE: number = "3".charCodeAt(0); - public static FOUR: number = "4".charCodeAt(0); - public static FIVE: number = "5".charCodeAt(0); - public static SIX: number = "6".charCodeAt(0); - public static SEVEN: number = "7".charCodeAt(0); - public static EIGHT: number = "8".charCodeAt(0); - public static NINE: number = "9".charCodeAt(0); - - // Numpad - public static NUMPAD_0: number = 96; - public static NUMPAD_1: number = 97; - public static NUMPAD_2: number = 98; - public static NUMPAD_3: number = 99; - public static NUMPAD_4: number = 100; - public static NUMPAD_5: number = 101; - public static NUMPAD_6: number = 102; - public static NUMPAD_7: number = 103; - public static NUMPAD_8: number = 104; - public static NUMPAD_9: number = 105; - public static NUMPAD_MULTIPLY: number = 106; - public static NUMPAD_ADD: number = 107; - public static NUMPAD_ENTER: number = 108; - public static NUMPAD_SUBTRACT: number = 109; - public static NUMPAD_DECIMAL: number = 110; - public static NUMPAD_DIVIDE: number = 111; - - // Function Keys - public static F1: number = 112; - public static F2: number = 113; - public static F3: number = 114; - public static F4: number = 115; - public static F5: number = 116; - public static F6: number = 117; - public static F7: number = 118; - public static F8: number = 119; - public static F9: number = 120; - public static F10: number = 121; - public static F11: number = 122; - public static F12: number = 123; - public static F13: number = 124; - public static F14: number = 125; - public static F15: number = 126; - - // Symbol Keys - public static COLON: number = 186; - public static EQUALS: number = 187; - public static UNDERSCORE: number = 189; - public static QUESTION_MARK: number = 191; - public static TILDE: number = 192; - public static OPEN_BRACKET: number = 219; - public static BACKWARD_SLASH: number = 220; - public static CLOSED_BRACKET: number = 221; - public static QUOTES: number = 222; - - // Other Keys - public static BACKSPACE: number = 8; - public static TAB: number = 9; - public static CLEAR: number = 12; - public static ENTER: number = 13; - public static SHIFT: number = 16; - public static CONTROL: number = 17; - public static ALT: number = 18; - public static CAPS_LOCK: number = 20; - public static ESC: number = 27; - public static SPACEBAR: number = 32; - public static PAGE_UP: number = 33; - public static PAGE_DOWN: number = 34; - public static END: number = 35; - public static HOME: number = 36; - public static LEFT: number = 37; - public static UP: number = 38; - public static RIGHT: number = 39; - public static DOWN: number = 40; - public static INSERT: number = 45; - public static DELETE: number = 46; - public static HELP: number = 47; - public static NUM_LOCK: number = 144; - -} +} \ No newline at end of file diff --git a/Phaser/system/input/Mouse.ts b/Phaser/system/input/Mouse.ts index 996448747..885ef500c 100644 --- a/Phaser/system/input/Mouse.ts +++ b/Phaser/system/input/Mouse.ts @@ -1,101 +1,108 @@ /// -/// -class Mouse { +/** +* Phaser +*/ - constructor(game: Game) { +module Phaser { - this._game = game; - this.start(); + export class Mouse { - } + constructor(game: Game) { - private _game: Game; + this._game = game; + this.start(); - private _x: number = 0; - private _y: number = 0; + } - public button: number; + private _game: Game; - public static LEFT_BUTTON: number = 0; - public static MIDDLE_BUTTON: number = 1; - public static RIGHT_BUTTON: number = 2; + private _x: number = 0; + private _y: number = 0; - public isDown: bool = false; - public isUp: bool = true; - public timeDown: number = 0; - public duration: number = 0; - public timeUp: number = 0; + public button: number; - public start() { + public static LEFT_BUTTON: number = 0; + public static MIDDLE_BUTTON: number = 1; + public static RIGHT_BUTTON: number = 2; - this._game.stage.canvas.addEventListener('mousedown', (event: MouseEvent) => this.onMouseDown(event), true); - this._game.stage.canvas.addEventListener('mousemove', (event: MouseEvent) => this.onMouseMove(event), true); - this._game.stage.canvas.addEventListener('mouseup', (event: MouseEvent) => this.onMouseUp(event), true); + public isDown: bool = false; + public isUp: bool = true; + public timeDown: number = 0; + public duration: number = 0; + public timeUp: number = 0; - } - - public reset() { + public start() { - this.isDown = false; - this.isUp = true; + this._game.stage.canvas.addEventListener('mousedown', (event: MouseEvent) => this.onMouseDown(event), true); + this._game.stage.canvas.addEventListener('mousemove', (event: MouseEvent) => this.onMouseMove(event), true); + this._game.stage.canvas.addEventListener('mouseup', (event: MouseEvent) => this.onMouseUp(event), true); - } + } - public onMouseDown(event: MouseEvent) { + public reset() { - this.button = event.button; + this.isDown = false; + this.isUp = true; - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; + } - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; + public onMouseDown(event: MouseEvent) { - this.isDown = true; - this.isUp = false; - this.timeDown = this._game.time.now; + this.button = event.button; - } + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; - public update() { + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; - //this._game.input.x = this._x * this._game.input.scaleX; - //this._game.input.y = this._y * this._game.input.scaleY; + this.isDown = true; + this.isUp = false; + this.timeDown = this._game.time.now; + + } + + public update() { + + //this._game.input.x = this._x * this._game.input.scaleX; + //this._game.input.y = this._y * this._game.input.scaleY; + + if (this.isDown) + { + this.duration = this._game.time.now - this.timeDown; + } + + } + + public onMouseMove(event: MouseEvent) { + + this.button = event.button; + + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; + + } + + public onMouseUp(event: MouseEvent) { + + this.button = event.button; + this.isDown = false; + this.isUp = true; + this.timeUp = this._game.time.now; + this.duration = this.timeUp - this.timeDown; + + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; - if (this.isDown) - { - this.duration = this._game.time.now - this.timeDown; } } - public onMouseMove(event: MouseEvent) { - - this.button = event.button; - - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - - } - - public onMouseUp(event: MouseEvent) { - - this.button = event.button; - this.isDown = false; - this.isUp = true; - this.timeUp = this._game.time.now; - this.duration = this.timeUp - this.timeDown; - - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - - } - -} +} \ No newline at end of file diff --git a/Phaser/system/input/Touch.ts b/Phaser/system/input/Touch.ts index a4013bb83..71ef8a725 100644 --- a/Phaser/system/input/Touch.ts +++ b/Phaser/system/input/Touch.ts @@ -1,5 +1,4 @@ /// -/// /// /** @@ -20,430 +19,437 @@ * Input Zones (mouse and touch) - lock entities within them + axis aligned drags */ -class Touch { +/** +* Phaser +*/ - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - constructor(game: Game) { +module Phaser { - this._game = game; + export class Touch { - this.finger1 = new Finger(this._game); - this.finger2 = new Finger(this._game); - this.finger3 = new Finger(this._game); - this.finger4 = new Finger(this._game); - this.finger5 = new Finger(this._game); - this.finger6 = new Finger(this._game); - this.finger7 = new Finger(this._game); - this.finger8 = new Finger(this._game); - this.finger9 = new Finger(this._game); - this.finger10 = new Finger(this._game); + /** + * Constructor + * @param {Game} game. + * @return {Touch} This object. + */ + constructor(game: Game) { - this._fingers = [this.finger1, this.finger2, this.finger3, this.finger4, this.finger5, this.finger6, this.finger7, this.finger8, this.finger9, this.finger10]; + this._game = game; - this.touchDown = new Signal(); - this.touchUp = new Signal(); + this.finger1 = new Finger(this._game); + this.finger2 = new Finger(this._game); + this.finger3 = new Finger(this._game); + this.finger4 = new Finger(this._game); + this.finger5 = new Finger(this._game); + this.finger6 = new Finger(this._game); + this.finger7 = new Finger(this._game); + this.finger8 = new Finger(this._game); + this.finger9 = new Finger(this._game); + this.finger10 = new Finger(this._game); - this.start(); + this._fingers = [this.finger1, this.finger2, this.finger3, this.finger4, this.finger5, this.finger6, this.finger7, this.finger8, this.finger9, this.finger10]; - } + this.touchDown = new Signal(); + this.touchUp = new Signal(); - /** - * - * @property _game - * @type Game - * @private - **/ - private _game: Game; + this.start(); - /** - * - * @property x - * @type Number - **/ - public x: number = 0; + } - /** - * - * @property y - * @type Number - **/ - public y: number = 0; + /** + * + * @property _game + * @type Game + * @private + **/ + private _game: Game; - /** - * - * @property _fingers - * @type Array - * @private - **/ - private _fingers: Finger[]; + /** + * + * @property x + * @type Number + **/ + public x: number = 0; - /** - * - * @property finger1 - * @type Finger - **/ - public finger1: Finger; + /** + * + * @property y + * @type Number + **/ + public y: number = 0; - /** - * - * @property finger2 - * @type Finger - **/ - public finger2: Finger; + /** + * + * @property _fingers + * @type Array + * @private + **/ + private _fingers: Finger[]; - /** - * - * @property finger3 - * @type Finger - **/ - public finger3: Finger; + /** + * + * @property finger1 + * @type Finger + **/ + public finger1: Finger; - /** - * - * @property finger4 - * @type Finger - **/ - public finger4: Finger; + /** + * + * @property finger2 + * @type Finger + **/ + public finger2: Finger; - /** - * - * @property finger5 - * @type Finger - **/ - public finger5: Finger; + /** + * + * @property finger3 + * @type Finger + **/ + public finger3: Finger; - /** - * - * @property finger6 - * @type Finger - **/ - public finger6: Finger; + /** + * + * @property finger4 + * @type Finger + **/ + public finger4: Finger; - /** - * - * @property finger7 - * @type Finger - **/ - public finger7: Finger; + /** + * + * @property finger5 + * @type Finger + **/ + public finger5: Finger; - /** - * - * @property finger8 - * @type Finger - **/ - public finger8: Finger; + /** + * + * @property finger6 + * @type Finger + **/ + public finger6: Finger; - /** - * - * @property finger9 - * @type Finger - **/ - public finger9: Finger; + /** + * + * @property finger7 + * @type Finger + **/ + public finger7: Finger; - /** - * - * @property finger10 - * @type Finger - **/ - public finger10: Finger; + /** + * + * @property finger8 + * @type Finger + **/ + public finger8: Finger; - /** - * - * @property latestFinger - * @type Finger - **/ - public latestFinger: Finger; + /** + * + * @property finger9 + * @type Finger + **/ + public finger9: Finger; - /** - * - * @property isDown - * @type Boolean - **/ - public isDown: bool = false; + /** + * + * @property finger10 + * @type Finger + **/ + public finger10: Finger; - /** - * - * @property isUp - * @type Boolean - **/ - public isUp: bool = true; + /** + * + * @property latestFinger + * @type Finger + **/ + public latestFinger: Finger; - public touchDown: Signal; - public touchUp: Signal; + /** + * + * @property isDown + * @type Boolean + **/ + public isDown: bool = false; - /** - * - * @method start - */ - public start() { + /** + * + * @property isUp + * @type Boolean + **/ + public isUp: bool = true; - this._game.stage.canvas.addEventListener('touchstart', (event) => this.onTouchStart(event), false); - this._game.stage.canvas.addEventListener('touchmove', (event) => this.onTouchMove(event), false); - this._game.stage.canvas.addEventListener('touchend', (event) => this.onTouchEnd(event), false); - this._game.stage.canvas.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); - this._game.stage.canvas.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); - this._game.stage.canvas.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); + public touchDown: Signal; + public touchUp: Signal; - document.addEventListener('touchmove', (event) => this.consumeTouchMove(event), false); + /** + * + * @method start + */ + public start() { - } + this._game.stage.canvas.addEventListener('touchstart', (event) => this.onTouchStart(event), false); + this._game.stage.canvas.addEventListener('touchmove', (event) => this.onTouchMove(event), false); + this._game.stage.canvas.addEventListener('touchend', (event) => this.onTouchEnd(event), false); + this._game.stage.canvas.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); + this._game.stage.canvas.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); + this._game.stage.canvas.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); - /** - * Prevent iOS bounce-back (doesn't work?) - * @method consumeTouchMove - * @param {Any} event - **/ - private consumeTouchMove(event) { + document.addEventListener('touchmove', (event) => this.consumeTouchMove(event), false); - event.preventDefault(); + } - } + /** + * Prevent iOS bounce-back (doesn't work?) + * @method consumeTouchMove + * @param {Any} event + **/ + private consumeTouchMove(event) { - /** - * - * @method onTouchStart - * @param {Any} event - **/ - private onTouchStart(event) { + event.preventDefault(); - event.preventDefault(); + } - // A list of all the touch points that BECAME active with the current event - // https://developer.mozilla.org/en-US/docs/DOM/TouchList + /** + * + * @method onTouchStart + * @param {Any} event + **/ + private onTouchStart(event) { - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for (var i = 0; i < event.changedTouches.length; i++) - { - for (var f = 0; f < this._fingers.length; f++) + event.preventDefault(); + + // A list of all the touch points that BECAME active with the current event + // https://developer.mozilla.org/en-US/docs/DOM/TouchList + + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for (var i = 0; i < event.changedTouches.length; i++) { - if (this._fingers[f].active === false) + for (var f = 0; f < this._fingers.length; f++) { - this._fingers[f].start(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); - this.isDown = true; - this.isUp = false; - break; + if (this._fingers[f].active === false) + { + this._fingers[f].start(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); + this.isDown = true; + this.isUp = false; + break; + } } } + + } + + /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchCancel + * @param {Any} event + **/ + private onTouchCancel(event) { + + event.preventDefault(); + + // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) + // http://www.w3.org/TR/touch-events/#dfn-touchcancel + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for (var i = 0; i < event.changedTouches.length; i++) + { + for (var f = 0; f < this._fingers.length; f++) + { + if (this._fingers[f].identifier === event.changedTouches[i].identifier) + { + this._fingers[f].stop(event.changedTouches[i]); + break; + } + } + } + + } + + /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchEnter + * @param {Any} event + **/ + private onTouchEnter(event) { + + event.preventDefault(); + + // For touch enter and leave its a list of the touch points that have entered or left the target + + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for (var i = 0; i < event.changedTouches.length; i++) + { + for (var f = 0; f < this._fingers.length; f++) + { + if (this._fingers[f].active === false) + { + this._fingers[f].start(event.changedTouches[i]); + break; + } + } + } + + } + + /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchLeave + * @param {Any} event + **/ + private onTouchLeave(event) { + + event.preventDefault(); + + // For touch enter and leave its a list of the touch points that have entered or left the target + + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for (var i = 0; i < event.changedTouches.length; i++) + { + for (var f = 0; f < this._fingers.length; f++) + { + if (this._fingers[f].identifier === event.changedTouches[i].identifier) + { + this._fingers[f].leave(event.changedTouches[i]); + break; + } + } + } + + } + + /** + * + * @method onTouchMove + * @param {Any} event + **/ + private onTouchMove(event) { + + event.preventDefault(); + + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for (var i = 0; i < event.changedTouches.length; i++) + { + for (var f = 0; f < this._fingers.length; f++) + { + if (this._fingers[f].identifier === event.changedTouches[i].identifier) + { + this._fingers[f].move(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + break; + } + } + } + + } + + /** + * + * @method onTouchEnd + * @param {Any} event + **/ + private onTouchEnd(event) { + + event.preventDefault(); + + // For touch end its a list of the touch points that have been removed from the surface + // https://developer.mozilla.org/en-US/docs/DOM/TouchList + + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for (var i = 0; i < event.changedTouches.length; i++) + { + for (var f = 0; f < this._fingers.length; f++) + { + if (this._fingers[f].identifier === event.changedTouches[i].identifier) + { + this._fingers[f].stop(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); + this.isDown = false; + this.isUp = true; + break; + } + } + } + + } + + /** + * + * @method calculateDistance + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + public calculateDistance(finger1: Finger, finger2: Finger) { + } + + /** + * + * @method calculateAngle + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + public calculateAngle(finger1: Finger, finger2: Finger) { + } + + /** + * + * @method checkOverlap + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + public checkOverlap(finger1: Finger, finger2: Finger) { + } + + /** + * + * @method update + */ + public update() { + + + } + + /** + * + * @method stop + */ + public stop() { + + //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); + //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); + //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); + //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); + //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); + //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); + + } + + /** + * + * @method reset + **/ + public reset() { + + this.isDown = false; + this.isUp = false; + } } - /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchCancel - * @param {Any} event - **/ - private onTouchCancel(event) { - - event.preventDefault(); - - // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - // http://www.w3.org/TR/touch-events/#dfn-touchcancel - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for (var i = 0; i < event.changedTouches.length; i++) - { - for (var f = 0; f < this._fingers.length; f++) - { - if (this._fingers[f].identifier === event.changedTouches[i].identifier) - { - this._fingers[f].stop(event.changedTouches[i]); - break; - } - } - } - - } - - /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchEnter - * @param {Any} event - **/ - private onTouchEnter(event) { - - event.preventDefault(); - - // For touch enter and leave its a list of the touch points that have entered or left the target - - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for (var i = 0; i < event.changedTouches.length; i++) - { - for (var f = 0; f < this._fingers.length; f++) - { - if (this._fingers[f].active === false) - { - this._fingers[f].start(event.changedTouches[i]); - break; - } - } - } - - } - - /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchLeave - * @param {Any} event - **/ - private onTouchLeave(event) { - - event.preventDefault(); - - // For touch enter and leave its a list of the touch points that have entered or left the target - - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for (var i = 0; i < event.changedTouches.length; i++) - { - for (var f = 0; f < this._fingers.length; f++) - { - if (this._fingers[f].identifier === event.changedTouches[i].identifier) - { - this._fingers[f].leave(event.changedTouches[i]); - break; - } - } - } - - } - - /** - * - * @method onTouchMove - * @param {Any} event - **/ - private onTouchMove(event) { - - event.preventDefault(); - - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for (var i = 0; i < event.changedTouches.length; i++) - { - for (var f = 0; f < this._fingers.length; f++) - { - if (this._fingers[f].identifier === event.changedTouches[i].identifier) - { - this._fingers[f].move(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - break; - } - } - } - - } - - /** - * - * @method onTouchEnd - * @param {Any} event - **/ - private onTouchEnd(event) { - - event.preventDefault(); - - // For touch end its a list of the touch points that have been removed from the surface - // https://developer.mozilla.org/en-US/docs/DOM/TouchList - - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for (var i = 0; i < event.changedTouches.length; i++) - { - for (var f = 0; f < this._fingers.length; f++) - { - if (this._fingers[f].identifier === event.changedTouches[i].identifier) - { - this._fingers[f].stop(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); - this.isDown = false; - this.isUp = true; - break; - } - } - } - - } - - /** - * - * @method calculateDistance - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - public calculateDistance(finger1: Finger, finger2: Finger) { - } - - /** - * - * @method calculateAngle - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - public calculateAngle(finger1: Finger, finger2: Finger) { - } - - /** - * - * @method checkOverlap - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - public checkOverlap(finger1: Finger, finger2: Finger) { - } - - /** - * - * @method update - */ - public update() { - - - } - - /** - * - * @method stop - */ - public stop() { - - //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); - //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); - //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); - //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); - //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); - //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); - - } - - /** - * - * @method reset - **/ - public reset() { - - this.isDown = false; - this.isUp = false; - - } - -} - +} \ No newline at end of file diff --git a/README.md b/README.md index aa1f9c11a..295fbc641 100644 --- a/README.md +++ b/README.md @@ -1,9 +1,9 @@ Phaser ====== -Version 0.8 +Version 0.9 -15th April 2013 +18th April 2013 By Richard Davey, [Photon Storm](http://www.photonstorm.com) @@ -18,6 +18,17 @@ For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.h Change Log ---------- +V0.9 +Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit +more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
+Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
+Added Geometry intersection results objects.
+Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.
+Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.
+Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.
+Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
+Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly. + V0.8 Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
diff --git a/Tests/Tests.csproj b/Tests/Tests.csproj index c683a3007..11a16693d 100644 --- a/Tests/Tests.csproj +++ b/Tests/Tests.csproj @@ -96,12 +96,48 @@ + + bounce.ts + + + elastic.ts + + + + + + + + + circle.ts + + + + + line.ts + + + point.ts + + + rect vs rect.ts + + + rectangle.ts + + + animate by framename.ts + dynamic texture 1.ts dynamic texture 2.ts + + rotation.ts + + diff --git a/Tests/assets/sprites/running_bot.json b/Tests/assets/sprites/running_bot.json index c5d829827..428eed420 100644 --- a/Tests/assets/sprites/running_bot.json +++ b/Tests/assets/sprites/running_bot.json @@ -1,7 +1,7 @@ {"frames": [ { - "filename": "running bot.swf/0000", + "filename": "run00", "frame": {"x":34,"y":128,"w":56,"h":60}, "rotated": false, "trimmed": true, @@ -9,7 +9,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0001", + "filename": "run01", "frame": {"x":54,"y":0,"w":56,"h":58}, "rotated": false, "trimmed": true, @@ -17,7 +17,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0002", + "filename": "run02", "frame": {"x":54,"y":58,"w":56,"h":58}, "rotated": false, "trimmed": true, @@ -25,7 +25,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0003", + "filename": "run03", "frame": {"x":0,"y":192,"w":34,"h":64}, "rotated": false, "trimmed": true, @@ -33,7 +33,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0004", + "filename": "run04", "frame": {"x":0,"y":64,"w":54,"h":64}, "rotated": false, "trimmed": true, @@ -41,7 +41,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0005", + "filename": "run05", "frame": {"x":196,"y":0,"w":56,"h":58}, "rotated": false, "trimmed": true, @@ -49,7 +49,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0006", + "filename": "run06", "frame": {"x":0,"y":0,"w":54,"h":64}, "rotated": false, "trimmed": true, @@ -57,7 +57,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0007", + "filename": "run07", "frame": {"x":140,"y":0,"w":56,"h":58}, "rotated": false, "trimmed": true, @@ -65,7 +65,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0008", + "filename": "run08", "frame": {"x":34,"y":188,"w":50,"h":60}, "rotated": false, "trimmed": true, @@ -73,7 +73,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0009", + "filename": "run09", "frame": {"x":0,"y":128,"w":34,"h":64}, "rotated": false, "trimmed": true, @@ -81,7 +81,7 @@ "sourceSize": {"w":56,"h":64} }, { - "filename": "running bot.swf/0010", + "filename": "run10", "frame": {"x":84,"y":188,"w":56,"h":58}, "rotated": false, "trimmed": true, diff --git a/Tests/cameras/camera alpha.js b/Tests/cameras/camera alpha.js index c25a83d6c..d6d0c4c94 100644 --- a/Tests/cameras/camera alpha.js +++ b/Tests/cameras/camera alpha.js @@ -1,6 +1,6 @@ -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(2240, 2240); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -12,10 +12,10 @@ function create() { myGame.createSprite(0, 0, 'grid'); car = myGame.createSprite(400, 300, 'car'); - myGame.camera.follow(car, Camera.STYLE_TOPDOWN); + myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam = myGame.createCamera(0, 0, 300, 300); - miniCam.follow(car, Camera.STYLE_TOPDOWN_TIGHT); + miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT); miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam.showBorder = true; miniCam.alpha = 0.7; @@ -25,13 +25,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/cameras/camera alpha.ts b/Tests/cameras/camera alpha.ts index 0b88600bf..991f7e8be 100644 --- a/Tests/cameras/camera alpha.ts +++ b/Tests/cameras/camera alpha.ts @@ -1,8 +1,8 @@ -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -15,8 +15,8 @@ } - var car: Sprite; - var miniCam: Camera; + var car: Phaser.Sprite; + var miniCam: Phaser.Camera; function create() { @@ -24,11 +24,11 @@ car = myGame.createSprite(400, 300, 'car'); - myGame.camera.follow(car, Camera.STYLE_TOPDOWN); + myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam = myGame.createCamera(0, 0, 300, 300); - miniCam.follow(car, Camera.STYLE_TOPDOWN_TIGHT); + miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT); miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam.showBorder = true; miniCam.alpha = 0.7; @@ -42,18 +42,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/camera bounds.js b/Tests/cameras/camera bounds.js index 9ce5e905b..8df241398 100644 --- a/Tests/cameras/camera bounds.js +++ b/Tests/cameras/camera bounds.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(1920, 1200); myGame.camera.setBounds(0, 0, 1920, 1200); @@ -17,14 +16,14 @@ } function update() { myGame.camera.renderDebugInfo(32, 32); - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; } } diff --git a/Tests/cameras/camera bounds.ts b/Tests/cameras/camera bounds.ts index 4b2948961..c230bbdac 100644 --- a/Tests/cameras/camera bounds.ts +++ b/Tests/cameras/camera bounds.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -32,20 +31,20 @@ myGame.camera.renderDebugInfo(32, 32); - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; } diff --git a/Tests/cameras/camera position.js b/Tests/cameras/camera position.js index 3a828b40f..c29b24420 100644 --- a/Tests/cameras/camera position.js +++ b/Tests/cameras/camera position.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(3000, 3000); myGame.loader.addImageFile('melon', 'assets/sprites/melon.png'); @@ -23,17 +22,17 @@ function update() { myGame.camera.renderDebugInfo(16, 16); cam2.renderDebugInfo(200, 16); - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.x -= 4; cam2.x -= 2; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.x += 4; cam2.x += 2; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.y -= 4; cam2.y -= 2; - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.y += 4; cam2.y += 2; } diff --git a/Tests/cameras/camera position.ts b/Tests/cameras/camera position.ts index 14389928b..4c96e38f7 100644 --- a/Tests/cameras/camera position.ts +++ b/Tests/cameras/camera position.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -15,7 +14,7 @@ } - var cam2: Camera; + var cam2: Phaser.Camera; function create() { @@ -40,23 +39,23 @@ myGame.camera.renderDebugInfo(16, 16); cam2.renderDebugInfo(200, 16); - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.x -= 4; cam2.x -= 2; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.x += 4; cam2.x += 2; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.y -= 4; cam2.y -= 2; } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.y += 4; cam2.y += 2; diff --git a/Tests/cameras/camera rotation.js b/Tests/cameras/camera rotation.js index d6e767555..cee7d4281 100644 --- a/Tests/cameras/camera rotation.js +++ b/Tests/cameras/camera rotation.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(3000, 3000); myGame.loader.addImageFile('car', 'assets/sprites/car.png'); @@ -21,14 +20,14 @@ } function update() { myGame.camera.renderDebugInfo(600, 32); - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.rotation -= 2; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.rotation += 2; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; } } diff --git a/Tests/cameras/camera rotation.ts b/Tests/cameras/camera rotation.ts index 246f8d021..3d589f1c5 100644 --- a/Tests/cameras/camera rotation.ts +++ b/Tests/cameras/camera rotation.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -39,20 +38,20 @@ myGame.camera.renderDebugInfo(600, 32); - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.rotation -= 2; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.rotation += 2; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; } diff --git a/Tests/cameras/camera scale.js b/Tests/cameras/camera scale.js index 1c2a6bc30..294e7c88a 100644 --- a/Tests/cameras/camera scale.js +++ b/Tests/cameras/camera scale.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(2240, 2240); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -15,15 +14,15 @@ myGame.createSprite(0, 0, 'grid'); car = myGame.createSprite(400, 300, 'car'); myGame.camera.follow(car); - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam = myGame.createCamera(600, 32, 200, 200); - miniCam.follow(car, Camera.STYLE_LOCKON); + miniCam.follow(car, Phaser.Camera.STYLE_LOCKON); miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam.showBorder = true; miniCam.scale.setTo(0.5, 0.5); bigCam = myGame.createCamera(32, 32, 200, 200); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height); bigCam.showBorder = true; bigCam.scale.setTo(2, 2); @@ -33,13 +32,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/cameras/camera scale.ts b/Tests/cameras/camera scale.ts index b8f37b7a2..4a6e98f17 100644 --- a/Tests/cameras/camera scale.ts +++ b/Tests/cameras/camera scale.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -16,9 +15,9 @@ } - var car: Sprite; - var miniCam: Camera; - var bigCam: Camera; + var car: Phaser.Sprite; + var miniCam: Phaser.Camera; + var bigCam: Phaser.Camera; function create() { @@ -27,17 +26,17 @@ car = myGame.createSprite(400, 300, 'car'); myGame.camera.follow(car); - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam = myGame.createCamera(600, 32, 200, 200); - miniCam.follow(car, Camera.STYLE_LOCKON); + miniCam.follow(car, Phaser.Camera.STYLE_LOCKON); miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam.showBorder = true; miniCam.scale.setTo(0.5, 0.5); bigCam = myGame.createCamera(32, 32, 200, 200); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height); bigCam.showBorder = true; bigCam.scale.setTo(2, 2); @@ -51,18 +50,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/camera shadow.js b/Tests/cameras/camera shadow.js index 1f7df1bd7..680688244 100644 --- a/Tests/cameras/camera shadow.js +++ b/Tests/cameras/camera shadow.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(2240, 2240); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -15,16 +14,16 @@ myGame.createSprite(0, 0, 'grid'); car = myGame.createSprite(400, 300, 'car'); myGame.camera.follow(car); - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam = myGame.createCamera(600, 32, 200, 200); - miniCam.follow(car, Camera.STYLE_LOCKON); + miniCam.follow(car, Phaser.Camera.STYLE_LOCKON); miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam.showBorder = true; miniCam.scale.setTo(0.5, 0.5); miniCam.showShadow = true; bigCam = myGame.createCamera(32, 32, 200, 200); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height); bigCam.showBorder = true; bigCam.scale.setTo(2, 2); @@ -35,13 +34,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/cameras/camera shadow.ts b/Tests/cameras/camera shadow.ts index eb7116e08..7c2a2efb1 100644 --- a/Tests/cameras/camera shadow.ts +++ b/Tests/cameras/camera shadow.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -16,9 +15,9 @@ } - var car: Sprite; - var miniCam: Camera; - var bigCam: Camera; + var car: Phaser.Sprite; + var miniCam: Phaser.Camera; + var bigCam: Phaser.Camera; function create() { @@ -27,18 +26,18 @@ car = myGame.createSprite(400, 300, 'car'); myGame.camera.follow(car); - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam = myGame.createCamera(600, 32, 200, 200); - miniCam.follow(car, Camera.STYLE_LOCKON); + miniCam.follow(car, Phaser.Camera.STYLE_LOCKON); miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height); miniCam.showBorder = true; miniCam.scale.setTo(0.5, 0.5); miniCam.showShadow = true; bigCam = myGame.createCamera(32, 32, 200, 200); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height); bigCam.showBorder = true; bigCam.scale.setTo(2, 2); @@ -53,18 +52,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/camera texture.js b/Tests/cameras/camera texture.js index a75fc3461..0670f0b32 100644 --- a/Tests/cameras/camera texture.js +++ b/Tests/cameras/camera texture.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(2240, 2240); myGame.loader.addImageFile('balls', 'assets/sprites/balls.png'); @@ -16,7 +15,7 @@ car = myGame.createSprite(400, 300, 'car'); myGame.camera.setTexture('balls'); myGame.camera.follow(car); - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); //miniCam = myGame.createCamera(600, 32, 200, 200); //miniCam.follow(car, Camera.STYLE_LOCKON); @@ -34,13 +33,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/cameras/camera texture.ts b/Tests/cameras/camera texture.ts index 82716ee36..3fd5be139 100644 --- a/Tests/cameras/camera texture.ts +++ b/Tests/cameras/camera texture.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -16,9 +15,9 @@ } - var car: Sprite; - var miniCam: Camera; - var bigCam: Camera; + var car: Phaser.Sprite; + var miniCam: Phaser.Camera; + var bigCam: Phaser.Camera; function create() { @@ -28,7 +27,7 @@ myGame.camera.setTexture('balls'); myGame.camera.follow(car); - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); //miniCam = myGame.createCamera(600, 32, 200, 200); @@ -52,18 +51,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/fade fx.js b/Tests/cameras/fade fx.js index cd33a1653..e46468c14 100644 --- a/Tests/cameras/fade fx.js +++ b/Tests/cameras/fade fx.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png'); myGame.loader.addImageFile('car', 'assets/sprites/car90.png'); @@ -18,13 +17,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } // Fade when the car hits the edges, a different colour per edge diff --git a/Tests/cameras/fade fx.ts b/Tests/cameras/fade fx.ts index 9b53a4b48..ad8820e6f 100644 --- a/Tests/cameras/fade fx.ts +++ b/Tests/cameras/fade fx.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -14,7 +13,7 @@ } - var car: Sprite; + var car: Phaser.Sprite; function create() { @@ -33,18 +32,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/flash fx.js b/Tests/cameras/flash fx.js index 29e236865..fdc2b2e4e 100644 --- a/Tests/cameras/flash fx.js +++ b/Tests/cameras/flash fx.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png'); myGame.loader.addImageFile('car', 'assets/sprites/car90.png'); @@ -18,13 +17,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } // Flash when the car hits the edges, a different colour per edge diff --git a/Tests/cameras/flash fx.ts b/Tests/cameras/flash fx.ts index 6106ba45d..85872c425 100644 --- a/Tests/cameras/flash fx.ts +++ b/Tests/cameras/flash fx.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -14,7 +13,7 @@ } - var car: Sprite; + var car: Phaser.Sprite; function create() { @@ -33,18 +32,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/focus on.js b/Tests/cameras/focus on.js index 632a4e807..946cb70a0 100644 --- a/Tests/cameras/focus on.js +++ b/Tests/cameras/focus on.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(1920, 1920); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -24,13 +23,13 @@ function update() { myGame.camera.renderDebugInfo(32, 32); melon.renderDebugInfo(200, 32); - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.focusOnXY(640, 640); - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.focusOnXY(1234, 800); - } else if(myGame.input.keyboard.isDown(Keyboard.UP)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.focusOnXY(50, 200); - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.focusOnXY(1700, 1700); } } diff --git a/Tests/cameras/focus on.ts b/Tests/cameras/focus on.ts index d4e9790d0..c832758a0 100644 --- a/Tests/cameras/focus on.ts +++ b/Tests/cameras/focus on.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -17,7 +16,7 @@ } - var melon: Sprite; + var melon: Phaser.Sprite; function create() { @@ -41,19 +40,19 @@ myGame.camera.renderDebugInfo(32, 32); melon.renderDebugInfo(200, 32); - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.focusOnXY(640, 640); } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.focusOnXY(1234, 800); } - else if (myGame.input.keyboard.isDown(Keyboard.UP)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.focusOnXY(50, 200); } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.focusOnXY(1700, 1700); } diff --git a/Tests/cameras/follow deadzone.js b/Tests/cameras/follow deadzone.js index 91b8f4501..3a25394dc 100644 --- a/Tests/cameras/follow deadzone.js +++ b/Tests/cameras/follow deadzone.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(2240, 2240); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -14,7 +13,7 @@ car = myGame.createSprite(400, 300, 'car'); myGame.camera.follow(car); // Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); } function update() { @@ -24,13 +23,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/cameras/follow deadzone.ts b/Tests/cameras/follow deadzone.ts index 9b259fbd8..1fcb09de0 100644 --- a/Tests/cameras/follow deadzone.ts +++ b/Tests/cameras/follow deadzone.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -16,7 +15,7 @@ } - var car: Sprite; + var car: Phaser.Sprite; function create() { @@ -26,7 +25,7 @@ myGame.camera.follow(car); // Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); } @@ -41,18 +40,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/follow sprite.js b/Tests/cameras/follow sprite.js index c63789fb1..84d496480 100644 --- a/Tests/cameras/follow sprite.js +++ b/Tests/cameras/follow sprite.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(1920, 1920); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -21,13 +20,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/cameras/follow sprite.ts b/Tests/cameras/follow sprite.ts index 4ffd1ee40..7879dddf3 100644 --- a/Tests/cameras/follow sprite.ts +++ b/Tests/cameras/follow sprite.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -38,18 +37,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/follow topdown.js b/Tests/cameras/follow topdown.js index b919f64cb..9a81772ca 100644 --- a/Tests/cameras/follow topdown.js +++ b/Tests/cameras/follow topdown.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(2240, 2240); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -12,7 +11,7 @@ function create() { myGame.createSprite(0, 0, 'grid'); car = myGame.createSprite(400, 300, 'car'); - myGame.camera.follow(car, Camera.STYLE_TOPDOWN); + myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); } function update() { @@ -22,13 +21,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/cameras/follow topdown.ts b/Tests/cameras/follow topdown.ts index 041976637..35343425e 100644 --- a/Tests/cameras/follow topdown.ts +++ b/Tests/cameras/follow topdown.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -16,7 +15,7 @@ } - var car: Sprite; + var car: Phaser.Sprite; function create() { @@ -24,7 +23,7 @@ car = myGame.createSprite(400, 300, 'car'); - myGame.camera.follow(car, Camera.STYLE_TOPDOWN); + myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); } @@ -39,18 +38,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/cameras/multicam1.js b/Tests/cameras/multicam1.js index 47eb907a4..8d43cc3a4 100644 --- a/Tests/cameras/multicam1.js +++ b/Tests/cameras/multicam1.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(3000, 3000); myGame.loader.addImageFile('car', 'assets/sprites/car.png'); @@ -27,17 +26,17 @@ function update() { myGame.camera.renderDebugInfo(16, 16); cam2.renderDebugInfo(200, 16); - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; cam2.scroll.x -= 2; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; cam2.scroll.x += 2; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; cam2.scroll.y -= 2; - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; cam2.scroll.y += 2; } diff --git a/Tests/cameras/multicam1.ts b/Tests/cameras/multicam1.ts index ca8a19400..a746007db 100644 --- a/Tests/cameras/multicam1.ts +++ b/Tests/cameras/multicam1.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -17,7 +16,7 @@ } - var cam2: Camera; + var cam2: Phaser.Camera; function create() { @@ -44,23 +43,23 @@ myGame.camera.renderDebugInfo(16, 16); cam2.renderDebugInfo(200, 16); - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; cam2.scroll.x -= 2; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; cam2.scroll.x += 2; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; cam2.scroll.y -= 2; } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; cam2.scroll.y += 2; diff --git a/Tests/cameras/scroll factor.js b/Tests/cameras/scroll factor.js index b00510e0f..edf98a9e5 100644 --- a/Tests/cameras/scroll factor.js +++ b/Tests/cameras/scroll factor.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(1920, 1200); myGame.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg'); @@ -24,14 +23,14 @@ function update() { myGame.camera.renderDebugInfo(32, 32); melon.renderDebugInfo(200, 32); - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 1; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 1; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 1; - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 1; } } diff --git a/Tests/cameras/scroll factor.ts b/Tests/cameras/scroll factor.ts index f5e4a2c42..7214e6f65 100644 --- a/Tests/cameras/scroll factor.ts +++ b/Tests/cameras/scroll factor.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -17,7 +16,7 @@ } - var melon: Sprite; + var melon: Phaser.Sprite; function create() { @@ -41,20 +40,20 @@ myGame.camera.renderDebugInfo(32, 32); melon.renderDebugInfo(200, 32); - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 1; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 1; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 1; } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 1; } diff --git a/Tests/cameras/shake fx.js b/Tests/cameras/shake fx.js index 7b3b3795d..1ef6fb502 100644 --- a/Tests/cameras/shake fx.js +++ b/Tests/cameras/shake fx.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('background', 'assets/pics/remember-me.jpg'); myGame.loader.addImageFile('car', 'assets/sprites/car90.png'); @@ -18,13 +17,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } // Shake the camera when the car hits the edges, a different intensity per edge diff --git a/Tests/cameras/shake fx.ts b/Tests/cameras/shake fx.ts index cdd6ea4b9..46a05577e 100644 --- a/Tests/cameras/shake fx.ts +++ b/Tests/cameras/shake fx.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -14,7 +13,7 @@ } - var car: Sprite; + var car: Phaser.Sprite; function create() { @@ -33,18 +32,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/collision/collide sprites.js b/Tests/collision/collide sprites.js index 6e36970e6..1cc9f9e91 100644 --- a/Tests/collision/collide sprites.js +++ b/Tests/collision/collide sprites.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('car', 'assets/sprites/car90.png'); myGame.loader.addImageFile('melon', 'assets/sprites/melon.png'); @@ -20,13 +19,13 @@ car.velocity.x = 0; car.velocity.y = 0; car.angularVelocity = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200)); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200)); } myGame.collide(car, melon, collides); } diff --git a/Tests/collision/collide sprites.ts b/Tests/collision/collide sprites.ts index dc308b1e3..160262907 100644 --- a/Tests/collision/collide sprites.ts +++ b/Tests/collision/collide sprites.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -14,8 +13,8 @@ } - var car: Sprite; - var melon: Sprite; + var car: Phaser.Sprite; + var melon: Phaser.Sprite; function create() { @@ -35,18 +34,18 @@ car.velocity.y = 0; car.angularVelocity = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200)); + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200)); } myGame.collide(car, melon, collides); diff --git a/Tests/collision/falling balls.js b/Tests/collision/falling balls.js index e47d8fbae..1f9858a57 100644 --- a/Tests/collision/falling balls.js +++ b/Tests/collision/falling balls.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('ball0', 'assets/sprites/yellow_ball.png'); myGame.loader.addImageFile('ball1', 'assets/sprites/aqua_ball.png'); @@ -19,7 +18,7 @@ atari.immovable = true; balls = myGame.createGroup(); for(var i = 0; i < 100; i++) { - var tempBall = new Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5)); + var tempBall = new Phaser.Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5)); tempBall.velocity.y = 100 + Math.random() * 150; tempBall.elasticity = 0.9; balls.add(tempBall); @@ -27,9 +26,9 @@ } function update() { atari.velocity.x = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { atari.velocity.x = -400; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { atari.velocity.x = 400; } balls.forEach(checkOffScreen, false); diff --git a/Tests/collision/falling balls.ts b/Tests/collision/falling balls.ts index 9a62fded0..48026fa3a 100644 --- a/Tests/collision/falling balls.ts +++ b/Tests/collision/falling balls.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -19,8 +18,8 @@ } - var atari: Sprite; - var balls: Group; + var atari: Phaser.Sprite; + var balls: Phaser.Group; function create() { @@ -31,7 +30,7 @@ for (var i = 0; i < 100; i++) { - var tempBall: Sprite = new Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5)); + var tempBall: Phaser.Sprite = new Phaser.Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5)); tempBall.velocity.y = 100 + Math.random() * 150; tempBall.elasticity = 0.9; balls.add(tempBall); @@ -43,11 +42,11 @@ atari.velocity.x = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { atari.velocity.x = -400; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { atari.velocity.x = 400; } @@ -58,7 +57,7 @@ } - function checkOffScreen(ball:Sprite) { + function checkOffScreen(ball:Phaser.Sprite) { if (ball.y < -32 || ball.y > myGame.stage.height || ball.x < 0 || ball.x > myGame.stage.width) { diff --git a/Tests/geometry/circle.js b/Tests/geometry/circle.js new file mode 100644 index 000000000..137683146 --- /dev/null +++ b/Tests/geometry/circle.js @@ -0,0 +1,19 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + var circle; + var floor; + function create() { + circle = myGame.createGeomSprite(200, 0); + circle.createCircle(64); + circle.acceleration.y = 100; + circle.elasticity = 0.8; + // A simple floor + floor = myGame.createGeomSprite(0, 550); + floor.createRectangle(800, 50); + floor.immovable = true; + } + function update() { + myGame.collide(circle, floor); + } +})(); diff --git a/Tests/geometry/circle.ts b/Tests/geometry/circle.ts new file mode 100644 index 000000000..5cd5701ce --- /dev/null +++ b/Tests/geometry/circle.ts @@ -0,0 +1,30 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + + var circle: Phaser.GeomSprite; + var floor: Phaser.GeomSprite; + + function create() { + + circle = myGame.createGeomSprite(200, 0); + circle.createCircle(64); + circle.acceleration.y = 100; + circle.elasticity = 0.8; + + // A simple floor + floor = myGame.createGeomSprite(0, 550); + floor.createRectangle(800, 50); + floor.immovable = true; + + } + + function update() { + + myGame.collide(circle, floor); + + } + +})(); diff --git a/Tests/geometry/line.js b/Tests/geometry/line.js new file mode 100644 index 000000000..45cec9b29 --- /dev/null +++ b/Tests/geometry/line.js @@ -0,0 +1,27 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + var line; + function create() { + line = myGame.createGeomSprite(200, 200); + line.createLine(400, 400); + } + function update() { + //box.velocity.x = 0; + //box.velocity.y = 0; + //box.angularVelocity = 0; + //box.angularAcceleration = 0; + //if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) + //{ + // box.angularVelocity = -200; + //} + //else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) + //{ + // box.angularVelocity = 200; + //} + //if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) + //{ + // box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200)); + //} + } +})(); diff --git a/Tests/geometry/line.ts b/Tests/geometry/line.ts new file mode 100644 index 000000000..4f60012dd --- /dev/null +++ b/Tests/geometry/line.ts @@ -0,0 +1,40 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + + var line: Phaser.GeomSprite; + + function create() { + + line = myGame.createGeomSprite(200, 200); + + line.createLine(400, 400); + + } + + function update() { + + //box.velocity.x = 0; + //box.velocity.y = 0; + //box.angularVelocity = 0; + //box.angularAcceleration = 0; + + //if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) + //{ + // box.angularVelocity = -200; + //} + //else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) + //{ + // box.angularVelocity = 200; + //} + + //if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) + //{ + // box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200)); + //} + + } + +})(); diff --git a/Tests/geometry/point.js b/Tests/geometry/point.js new file mode 100644 index 000000000..b8534204c --- /dev/null +++ b/Tests/geometry/point.js @@ -0,0 +1,21 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + var floor; + function create() { + for(var i = 0; i < 100; i++) { + var p = myGame.createGeomSprite(myGame.stage.randomX, Math.random() * 100); + p.createPoint(); + p.fillColor = 'rgb(255,255,255)'; + p.acceleration.y = 100 + Math.random() * 100; + p.elasticity = 0.8; + } + // A simple floor + floor = myGame.createGeomSprite(0, 550); + floor.createRectangle(800, 50); + floor.immovable = true; + } + function update() { + myGame.collide(myGame.world.group, floor); + } +})(); diff --git a/Tests/geometry/point.ts b/Tests/geometry/point.ts new file mode 100644 index 000000000..666bdbd74 --- /dev/null +++ b/Tests/geometry/point.ts @@ -0,0 +1,33 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + + var floor: Phaser.GeomSprite; + + function create() { + + for (var i = 0; i < 100; i++) + { + var p:Phaser.GeomSprite = myGame.createGeomSprite(myGame.stage.randomX, Math.random() * 100); + p.createPoint(); + p.fillColor = 'rgb(255,255,255)'; + p.acceleration.y = 100 + Math.random() * 100; + p.elasticity = 0.8; + } + + // A simple floor + floor = myGame.createGeomSprite(0, 550); + floor.createRectangle(800, 50); + floor.immovable = true; + + } + + function update() { + + myGame.collide(myGame.world.group, floor); + + } + +})(); diff --git a/Tests/geometry/rect vs rect.js b/Tests/geometry/rect vs rect.js new file mode 100644 index 000000000..c55ae6590 --- /dev/null +++ b/Tests/geometry/rect vs rect.js @@ -0,0 +1,18 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + var box1; + var box2; + function create() { + box2 = myGame.createGeomSprite(300, 300).createRectangle(128, 128); + box1 = myGame.createGeomSprite(320, 100).createRectangle(64, 64); + box1.velocity.y = 50; + } + function update() { + if(box1.collide(box2) == true) { + box1.fillColor = 'rgb(255,0,0)'; + } else { + box1.fillColor = 'rgb(0,255,0)'; + } + } +})(); diff --git a/Tests/geometry/rect vs rect.ts b/Tests/geometry/rect vs rect.ts new file mode 100644 index 000000000..d6611db0c --- /dev/null +++ b/Tests/geometry/rect vs rect.ts @@ -0,0 +1,32 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + + var box1: Phaser.GeomSprite; + var box2: Phaser.GeomSprite; + + function create() { + + box2 = myGame.createGeomSprite(300, 300).createRectangle(128, 128); + box1 = myGame.createGeomSprite(320, 100).createRectangle(64, 64); + + box1.velocity.y = 50; + + } + + function update() { + + if (box1.collide(box2) == true) + { + box1.fillColor = 'rgb(255,0,0)'; + } + else + { + box1.fillColor = 'rgb(0,255,0)'; + } + + } + +})(); diff --git a/Tests/geometry/rectangle.js b/Tests/geometry/rectangle.js new file mode 100644 index 000000000..707800dcd --- /dev/null +++ b/Tests/geometry/rectangle.js @@ -0,0 +1,23 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + var box; + function create() { + box = myGame.createGeomSprite(200, 200); + box.createRectangle(64, 64); + } + function update() { + box.velocity.x = 0; + box.velocity.y = 0; + box.angularVelocity = 0; + box.angularAcceleration = 0; + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { + box.angularVelocity = -200; + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { + box.angularVelocity = 200; + } + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200)); + } + } +})(); diff --git a/Tests/geometry/rectangle.ts b/Tests/geometry/rectangle.ts new file mode 100644 index 000000000..c64fde8b4 --- /dev/null +++ b/Tests/geometry/rectangle.ts @@ -0,0 +1,40 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update); + + var box: Phaser.GeomSprite; + + function create() { + + box = myGame.createGeomSprite(200, 200); + + box.createRectangle(64, 64); + + } + + function update() { + + box.velocity.x = 0; + box.velocity.y = 0; + box.angularVelocity = 0; + box.angularAcceleration = 0; + + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) + { + box.angularVelocity = -200; + } + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) + { + box.angularVelocity = 200; + } + + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) + { + box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200)); + } + + } + +})(); diff --git a/Tests/groups/basic group.js b/Tests/groups/basic group.js index 3378f6e2f..688727feb 100644 --- a/Tests/groups/basic group.js +++ b/Tests/groups/basic group.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(1920, 1920); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); @@ -28,13 +26,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/groups/basic group.ts b/Tests/groups/basic group.ts index aa18bb409..8be97e403 100644 --- a/Tests/groups/basic group.ts +++ b/Tests/groups/basic group.ts @@ -1,10 +1,8 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -18,8 +16,8 @@ } - var car: Sprite; - var melons: Group; + var car: Phaser.Sprite; + var melons: Phaser.Group; function create() { @@ -47,18 +45,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/input/mouse scale.js b/Tests/input/mouse scale.js index 9070668fb..c3f485f3f 100644 --- a/Tests/input/mouse scale.js +++ b/Tests/input/mouse scale.js @@ -1,14 +1,13 @@ -/// -/// +/// (function () { // Here we create a quite tiny game (320x240 in size) - var myGame = new Game(this, 'game', 320, 240, init, create, update); + var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update); function init() { // This sets a limit on the up-scale myGame.stage.maxScaleX = 640; myGame.stage.maxScaleY = 480; // Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally - myGame.stage.scaleMode = StageScaleMode.SHOW_ALL; + myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; myGame.loader.addImageFile('melon', 'assets/sprites/melon.png'); myGame.loader.load(); } @@ -20,14 +19,14 @@ myGame.onRenderCallback = render; } function update() { - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; } } diff --git a/Tests/input/mouse scale.ts b/Tests/input/mouse scale.ts index 8b59b9f9d..fd71278ce 100644 --- a/Tests/input/mouse scale.ts +++ b/Tests/input/mouse scale.ts @@ -1,10 +1,9 @@ -/// -/// +/// (function () { // Here we create a quite tiny game (320x240 in size) - var myGame = new Game(this, 'game', 320, 240, init, create, update); + var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update); function init() { @@ -12,7 +11,7 @@ myGame.stage.maxScaleX = 640; myGame.stage.maxScaleY = 480; // Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally - myGame.stage.scaleMode = StageScaleMode.SHOW_ALL; + myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; myGame.loader.addImageFile('melon', 'assets/sprites/melon.png'); @@ -35,20 +34,20 @@ function update() { - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; } diff --git a/Tests/mini games/formula 1.js b/Tests/mini games/formula 1.js index 1713537b6..1dea87ec3 100644 --- a/Tests/mini games/formula 1.js +++ b/Tests/mini games/formula 1.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 840, 400, init, create, update); + var myGame = new Phaser.Game(this, 'game', 840, 400, init, create, update); function init() { myGame.loader.addImageFile('track', 'assets/games/f1/track.png'); myGame.loader.addImageFile('car', 'assets/games/f1/car1.png'); @@ -16,22 +15,22 @@ car.rotation = 180; car.maxVelocity.setTo(150, 150); bigCam = myGame.createCamera(640, 0, 100, 200); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); bigCam.setBounds(0, 0, myGame.stage.width, myGame.stage.height); bigCam.showBorder = true; bigCam.borderColor = 'rgb(0,0,0)'; bigCam.scale.setTo(2, 2); } function update() { - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.rotation -= 4; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.rotation += 4; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 150)); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 150)); } else { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 60)); + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 60)); } } })(); diff --git a/Tests/mini games/formula 1.ts b/Tests/mini games/formula 1.ts index b0ebbb237..4185b42b8 100644 --- a/Tests/mini games/formula 1.ts +++ b/Tests/mini games/formula 1.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 840, 400, init, create, update); + var myGame = new Phaser.Game(this, 'game', 840, 400, init, create, update); function init() { @@ -14,8 +13,8 @@ } - var car: Sprite; - var bigCam: Camera; + var car: Phaser.Sprite; + var bigCam: Phaser.Camera; function create() { @@ -27,7 +26,7 @@ car.maxVelocity.setTo(150, 150); bigCam = myGame.createCamera(640, 0, 100, 200); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); bigCam.setBounds(0, 0, myGame.stage.width, myGame.stage.height); bigCam.showBorder = true; bigCam.borderColor = 'rgb(0,0,0)'; @@ -37,22 +36,22 @@ function update() { - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.rotation -= 4; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.rotation += 4; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 150)); + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 150)); } else { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 60)); + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 60)); } } diff --git a/Tests/misc/multi game.js b/Tests/misc/multi game.js index 04d300185..43835baa1 100644 --- a/Tests/misc/multi game.js +++ b/Tests/misc/multi game.js @@ -1,10 +1,9 @@ -/// -/// +/// (function () { // Let's test having 2 totally separate games embedded on the same page - var myGame = new Game(this, 'game', 400, 400, init, create, update); + var myGame = new Phaser.Game(this, 'game', 400, 400, init, create, update); // They can share the same parent div, they'll just butt-up next to each other - var myGame2 = new Game(this, 'game', 400, 400, init2, create2, update2); + var myGame2 = new Phaser.Game(this, 'game', 400, 400, init2, create2, update2); function init() { myGame.world.setSize(3000, 3000); myGame.loader.addImageFile('melon', 'assets/sprites/melon.png'); @@ -17,14 +16,14 @@ } } function update() { - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y += 4; - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y -= 4; } } @@ -47,13 +46,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame2.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame2.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame2.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame2.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame2.input.keyboard.isDown(Keyboard.UP)) { - car.velocity.copyFrom(myGame2.math.velocityFromAngle(car.angle, 300)); + if(myGame2.input.keyboard.isDown(Phaser.Keyboard.UP)) { + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300)); } } })(); diff --git a/Tests/misc/multi game.ts b/Tests/misc/multi game.ts index 40c3865e6..ad47c6b2c 100644 --- a/Tests/misc/multi game.ts +++ b/Tests/misc/multi game.ts @@ -1,13 +1,12 @@ -/// -/// +/// (function () { // Let's test having 2 totally separate games embedded on the same page - var myGame = new Game(this, 'game', 400, 400, init, create, update); + var myGame = new Phaser.Game(this, 'game', 400, 400, init, create, update); // They can share the same parent div, they'll just butt-up next to each other - var myGame2 = new Game(this, 'game', 400, 400, init2, create2, update2); + var myGame2 = new Phaser.Game(this, 'game', 400, 400, init2, create2, update2); function init() { @@ -32,20 +31,20 @@ function update() { - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y += 4; } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y -= 4; } @@ -86,18 +85,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame2.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame2.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame2.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame2.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame2.input.keyboard.isDown(Keyboard.UP)) + if (myGame2.input.keyboard.isDown(Phaser.Keyboard.UP)) { - car.velocity.copyFrom(myGame2.math.velocityFromAngle(car.angle, 300)); + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300)); } } diff --git a/Tests/particles/basic emitter.js b/Tests/particles/basic emitter.js index 29ebe69ae..e1beeb3cc 100644 --- a/Tests/particles/basic emitter.js +++ b/Tests/particles/basic emitter.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, null, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create); var emitter; function create() { // Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes) diff --git a/Tests/particles/basic emitter.ts b/Tests/particles/basic emitter.ts index a913d2bf2..7ebb42b7c 100644 --- a/Tests/particles/basic emitter.ts +++ b/Tests/particles/basic emitter.ts @@ -1,12 +1,10 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, null, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, null, create); - var emitter: Emitter; + var emitter: Phaser.Emitter; function create() { diff --git a/Tests/particles/graphic emitter.js b/Tests/particles/graphic emitter.js index 27cc22f20..3a3ae9686 100644 --- a/Tests/particles/graphic emitter.js +++ b/Tests/particles/graphic emitter.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); var emitter; function init() { myGame.loader.addImageFile('jet', 'assets/sprites/jets.png'); diff --git a/Tests/particles/graphic emitter.ts b/Tests/particles/graphic emitter.ts index 7cab0c82b..861fe51af 100644 --- a/Tests/particles/graphic emitter.ts +++ b/Tests/particles/graphic emitter.ts @@ -1,12 +1,10 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); - var emitter: Emitter; + var emitter: Phaser.Emitter; function init() { diff --git a/Tests/particles/multiple streams.js b/Tests/particles/multiple streams.js index b6265afa7..f70d0a406 100644 --- a/Tests/particles/multiple streams.js +++ b/Tests/particles/multiple streams.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); var emitter1; var emitter2; var emitter3; diff --git a/Tests/particles/multiple streams.ts b/Tests/particles/multiple streams.ts index 238c4c598..e265baa58 100644 --- a/Tests/particles/multiple streams.ts +++ b/Tests/particles/multiple streams.ts @@ -1,17 +1,15 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); - var emitter1: Emitter; - var emitter2: Emitter; - var emitter3: Emitter; - var emitter4: Emitter; - var emitter5: Emitter; - var emitter6: Emitter; + var emitter1: Phaser.Emitter; + var emitter2: Phaser.Emitter; + var emitter3: Phaser.Emitter; + var emitter4: Phaser.Emitter; + var emitter5: Phaser.Emitter; + var emitter6: Phaser.Emitter; function init() { diff --git a/Tests/particles/sprite emitter.js b/Tests/particles/sprite emitter.js index afc31673a..82fd74bbe 100644 --- a/Tests/particles/sprite emitter.js +++ b/Tests/particles/sprite emitter.js @@ -4,8 +4,8 @@ var __extends = this.__extends || function (d, b) { d.prototype = new __(); }; /// -/// -/// +/// +/// // Actually we could achieve the same result as this by using a sprite sheet and basic Particle // but it still shows you how to use it properly from TypeScript, so it was worth making var customParticle = (function (_super) { @@ -22,9 +22,9 @@ var customParticle = (function (_super) { this.loadGraphic(game.math.getRandom(s)); } return customParticle; -})(Particle); +})(Phaser.Particle); (function () { - var myGame = new Game(this, 'game', 800, 600, init, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); var emitter; function init() { myGame.loader.addImageFile('carrot', 'assets/sprites/carrot.png'); diff --git a/Tests/particles/sprite emitter.ts b/Tests/particles/sprite emitter.ts index be83e1aee..bf048ce3e 100644 --- a/Tests/particles/sprite emitter.ts +++ b/Tests/particles/sprite emitter.ts @@ -1,12 +1,12 @@ /// -/// -/// +/// +/// // Actually we could achieve the same result as this by using a sprite sheet and basic Particle // but it still shows you how to use it properly from TypeScript, so it was worth making -class customParticle extends Particle { +class customParticle extends Phaser.Particle { - constructor(game:Game) { + constructor(game:Phaser.Game) { super(game); @@ -19,9 +19,9 @@ class customParticle extends Particle { (function () { - var myGame = new Game(this, 'game', 800, 600, init, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); - var emitter: Emitter; + var emitter: Phaser.Emitter; function init() { diff --git a/Tests/particles/when particles collide.js b/Tests/particles/when particles collide.js index 3393922c8..f46d1c589 100644 --- a/Tests/particles/when particles collide.js +++ b/Tests/particles/when particles collide.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); var leftEmitter; var rightEmitter; function init() { diff --git a/Tests/particles/when particles collide.ts b/Tests/particles/when particles collide.ts index 34c316acd..d7fd7d63e 100644 --- a/Tests/particles/when particles collide.ts +++ b/Tests/particles/when particles collide.ts @@ -1,13 +1,11 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); - var leftEmitter: Emitter; - var rightEmitter: Emitter; + var leftEmitter: Phaser.Emitter; + var rightEmitter: Phaser.Emitter; function init() { diff --git a/Tests/phaser.js b/Tests/phaser.js index 1d916bbc7..1ddb5002a 100644 --- a/Tests/phaser.js +++ b/Tests/phaser.js @@ -1,2183 +1,21 @@ -/// /** -* Phaser - GameMath +* Phaser * -* @desc Adds a set of extra Math functions and extends a few commonly used ones. -* Includes methods written by Dylan Engelman and Adam Saltsman. +* v0.9 - April 18th 2013 * -* @version 1.0 - 17th March 2013 -* @author Richard Davey +* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi. +* +* Richard Davey (@photonstorm) +* Adam Saltsman (@ADAMATOMIC) (original Flixel code) +* +* "If you want your children to be intelligent, read them fairy tales." +* "If you want them to be more intelligent, read them more fairy tales." +* -- Albert Einstein */ -var GameMath = (function () { - function GameMath(game) { - //arbitrary 8 digit epsilon - this.cosTable = []; - this.sinTable = []; - /** - * The global random number generator seed (for deterministic behavior in recordings and saves). - */ - this.globalSeed = Math.random(); - this._game = game; - } - GameMath.PI = 3.141592653589793; - GameMath.PI_2 = 1.5707963267948965; - GameMath.PI_4 = 0.7853981633974483; - GameMath.PI_8 = 0.39269908169872413; - GameMath.PI_16 = 0.19634954084936206; - GameMath.TWO_PI = 6.283185307179586; - GameMath.THREE_PI_2 = 4.7123889803846895; - GameMath.E = 2.71828182845905; - GameMath.LN10 = 2.302585092994046; - GameMath.LN2 = 0.6931471805599453; - GameMath.LOG10E = 0.4342944819032518; - GameMath.LOG2E = 1.442695040888963387; - GameMath.SQRT1_2 = 0.7071067811865476; - GameMath.SQRT2 = 1.4142135623730951; - GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; - GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; - GameMath.B_16 = 65536; - GameMath.B_31 = 2147483648; - GameMath.B_32 = 4294967296; - GameMath.B_48 = 281474976710656; - GameMath.B_53 = 9007199254740992; - GameMath.B_64 = 18446744073709551616; - GameMath.ONE_THIRD = 0.333333333333333333333333333333333; - GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; - GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; - GameMath.COS_PI_3 = 0.86602540378443864676372317075294; - GameMath.SIN_2PI_3 = 0.03654595; - GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; - GameMath.ON = true; - GameMath.OFF = false; - GameMath.SHORT_EPSILON = 0.1; - GameMath.PERC_EPSILON = 0.001; - GameMath.EPSILON = 0.0001; - GameMath.LONG_EPSILON = 0.00000001; - GameMath.prototype.computeMachineEpsilon = function () { - // Machine epsilon ala Eispack - var fourThirds = 4.0 / 3.0; - var third = fourThirds - 1.0; - var one = third + third + third; - return Math.abs(1.0 - one); - }; - GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.abs(a - b) < epsilon; - }; - GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a < b + epsilon; - }; - GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a > b - epsilon; - }; - GameMath.prototype.fuzzyCeil = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.ceil(val - epsilon); - }; - GameMath.prototype.fuzzyFloor = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.floor(val + epsilon); - }; - GameMath.prototype.average = function () { - var args = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - args[_i] = arguments[_i + 0]; - } - var avg = 0; - for(var i = 0; i < args.length; i++) { - avg += args[i]; - } - return avg / args.length; - }; - GameMath.prototype.slam = function (value, target, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return (Math.abs(value - target) < epsilon) ? target : value; - }; - GameMath.prototype.percentageMinMax = /** - * ratio of value to a range - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(!max) { - return 0; - } else { - return val / max; - } - }; - GameMath.prototype.sign = /** - * a value representing the sign of the value. - * -1 for negative, +1 for positive, 0 if value is 0 - */ - function (n) { - if(n) { - return n / Math.abs(n); - } else { - return 0; - } - }; - GameMath.prototype.truncate = function (n) { - return (n > 0) ? Math.floor(n) : Math.ceil(n); - }; - GameMath.prototype.shear = function (n) { - return n % 1; - }; - GameMath.prototype.wrap = /** - * wrap a value around a range, similar to modulus with a floating minimum - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(max == 0) { - return min; - } - val %= max; - val += min; - while(val < min) { - val += max; - } - return val; - }; - GameMath.prototype.arithWrap = /** - * arithmetic version of wrap... need to decide which is more efficient - */ - function (value, max, min) { - if (typeof min === "undefined") { min = 0; } - max -= min; - if(max == 0) { - return min; - } - return value - max * Math.floor((value - min) / max); - }; - GameMath.prototype.clamp = /** - * force a value within the boundaries of two values - * - * if max < min, min is returned - */ - function (input, max, min) { - if (typeof min === "undefined") { min = 0; } - return Math.max(min, Math.min(max, input)); - }; - GameMath.prototype.snapTo = /** - * Snap a value to nearest grid slice, using rounding. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.round(input / gap); - return start + input; - }; - GameMath.prototype.snapToFloor = /** - * Snap a value to nearest grid slice, using floor. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.floor(input / gap); - return start + input; - }; - GameMath.prototype.snapToCeil = /** - * Snap a value to nearest grid slice, using ceil. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param start - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.ceil(input / gap); - return start + input; - }; - GameMath.prototype.snapToInArray = /** - * Snaps a value to the nearest value in an array. - */ - function (input, arr, sort) { - if (typeof sort === "undefined") { sort = true; } - if(sort) { - arr.sort(); - } - if(input < arr[0]) { - return arr[0]; - } - var i = 1; - while(arr[i] < input) { - i++; - } - var low = arr[i - 1]; - var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; - return ((high - input) <= (input - low)) ? high : low; - }; - GameMath.prototype.roundTo = /** - * roundTo some place comparative to a 'base', default is 10 for decimal place - * - * 'place' is represented by the power applied to 'base' to get that place - * - * @param value - the value to round - * @param place - the place to round to - * @param base - the base to round in... default is 10 for decimal - * - * e.g. - * - * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 - * - * roundTo(2000/7,3) == 0 - * roundTo(2000/7,2) == 300 - * roundTo(2000/7,1) == 290 - * roundTo(2000/7,0) == 286 - * roundTo(2000/7,-1) == 285.7 - * roundTo(2000/7,-2) == 285.71 - * roundTo(2000/7,-3) == 285.714 - * roundTo(2000/7,-4) == 285.7143 - * roundTo(2000/7,-5) == 285.71429 - * - * roundTo(2000/7,3,2) == 288 -- 100100000 - * roundTo(2000/7,2,2) == 284 -- 100011100 - * roundTo(2000/7,1,2) == 286 -- 100011110 - * roundTo(2000/7,0,2) == 286 -- 100011110 - * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 - * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 - * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 - * - * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed - * because we are rounding 100011.1011011011011011 which rounds up. - */ - function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.round(value * p) / p; - }; - GameMath.prototype.floorTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.floor(value * p) / p; - }; - GameMath.prototype.ceilTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.ceil(value * p) / p; - }; - GameMath.prototype.interpolateFloat = /** - * a one dimensional linear interpolation of a value. - */ - function (a, b, weight) { - return (b - a) * weight + a; - }; - GameMath.prototype.radiansToDegrees = /** - * convert radians to degrees - */ - function (angle) { - return angle * GameMath.RAD_TO_DEG; - }; - GameMath.prototype.degreesToRadians = /** - * convert degrees to radians - */ - function (angle) { - return angle * GameMath.DEG_TO_RAD; - }; - GameMath.prototype.angleBetween = /** - * Find the angle of a segment from (x1, y1) -> (x2, y2 ) - */ - function (x1, y1, x2, y2) { - return Math.atan2(y2 - y1, x2 - x1); - }; - GameMath.prototype.normalizeAngle = /** - * set an angle with in the bounds of -PI to PI - */ - function (angle, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - return this.wrap(angle, rd, -rd); - }; - GameMath.prototype.nearestAngleBetween = /** - * closest angle between two angles from a1 to a2 - * absolute value the return for exact angle - */ - function (a1, a2, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngle(a2, radians); - if(a1 < -rd / 2 && a2 > rd / 2) { - a1 += rd * 2; - } - if(a2 < -rd / 2 && a1 > rd / 2) { - a2 += rd * 2; - } - return a2 - a1; - }; - GameMath.prototype.normalizeAngleToAnother = /** - * normalizes independent and then sets dep to the nearest value respective to independent - * - * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - return ind + this.nearestAngleBetween(ind, dep, radians); - }; - GameMath.prototype.normalizeAngleAfterAnother = /** - * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent - * - * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(dep - ind, radians); - return ind + dep; - }; - GameMath.prototype.normalizeAngleBeforeAnother = /** - * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent - * - * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(ind - dep, radians); - return ind - dep; - }; - GameMath.prototype.interpolateAngles = /** - * interpolate across the shortest arc between two angles - */ - function (a1, a2, weight, radians, ease) { - if (typeof radians === "undefined") { radians = true; } - if (typeof ease === "undefined") { ease = null; } - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngleToAnother(a2, a1, radians); - return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); - }; - GameMath.prototype.logBaseOf = /** - * Compute the logarithm of any value of any base - * - * a logarithm is the exponent that some constant (base) would have to be raised to - * to be equal to value. - * - * i.e. - * 4 ^ x = 16 - * can be rewritten as to solve for x - * logB4(16) = x - * which with this function would be - * LoDMath.logBaseOf(16,4) - * - * which would return 2, because 4^2 = 16 - */ - function (value, base) { - return Math.log(value) / Math.log(base); - }; - GameMath.prototype.GCD = /** - * Greatest Common Denominator using Euclid's algorithm - */ - function (m, n) { - var r; - //make sure positive, GCD is always positive - m = Math.abs(m); - n = Math.abs(n); - //m must be >= n - if(m < n) { - r = m; - m = n; - n = r; - } - //now start loop - while(true) { - r = m % n; - if(!r) { - return n; - } - m = n; - n = r; - } - return 1; - }; - GameMath.prototype.LCM = /** - * Lowest Common Multiple - */ - function (m, n) { - return (m * n) / this.GCD(m, n); - }; - GameMath.prototype.factorial = /** - * Factorial - N! - * - * simple product series - * - * by definition: - * 0! == 1 - */ - function (value) { - if(value == 0) { - return 1; - } - var res = value; - while(--value) { - res *= value; - } - return res; - }; - GameMath.prototype.gammaFunction = /** - * gamma function - * - * defined: gamma(N) == (N - 1)! - */ - function (value) { - return this.factorial(value - 1); - }; - GameMath.prototype.fallingFactorial = /** - * falling factorial - * - * defined: (N)! / (N - x)! - * - * written subscript: (N)x OR (base)exp - */ - function (base, exp) { - return this.factorial(base) / this.factorial(base - exp); - }; - GameMath.prototype.risingFactorial = /** - * rising factorial - * - * defined: (N + x - 1)! / (N - 1)! - * - * written superscript N^(x) OR base^(exp) - */ - function (base, exp) { - //expanded from gammaFunction for speed - return this.factorial(base + exp - 1) / this.factorial(base - 1); - }; - GameMath.prototype.binCoef = /** - * binomial coefficient - * - * defined: N! / (k!(N-k)!) - * reduced: N! / (N-k)! == (N)k (fallingfactorial) - * reduced: (N)k / k! - */ - function (n, k) { - return this.fallingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.risingBinCoef = /** - * rising binomial coefficient - * - * as one can notice in the analysis of binCoef(...) that - * binCoef is the (N)k divided by k!. Similarly rising binCoef - * is merely N^(k) / k! - */ - function (n, k) { - return this.risingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.chanceRoll = /** - * Generate a random boolean result based on the chance value - *

- * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance - * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. - *

- * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) - * @return true if the roll passed, or false - */ - function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = /** - * Adds the given amount to the value, but never lets the value go over the specified maximum - * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The new value - */ - function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = /** - * Subtracts the given amount from the value, but never lets the value go below the specified minimum - * - * @param value The base value - * @param amount The amount to subtract from the base value - * @param min The minimum the value is allowed to be - * @return The new value - */ - function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *

Values must be positive integers, and are passed through Math.abs

- * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The wrapped value - */ - function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = /** - * Returns true if the number given is odd. - * - * @param n The number to check - * - * @return True if the given number is odd. False if the given number is even. - */ - function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = /** - * Returns true if the number given is even. - * - * @param n The number to check - * - * @return True if the given number is even. False if the given number is odd. - */ - function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = /** - * Keeps an angle value between -180 and +180
- * Should be called whenever the angle is updated on the Sprite to stop it from going insane. - * - * @param angle The angle value to check - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle) { - var result = angle; - // Nothing needs to change - if(angle >= -180 && angle <= 180) { - return angle; - } - // Else normalise it to -180, 180 - result = (angle + 180) % 360; - if(result < 0) { - result += 360; - } - return result - 180; - }; - GameMath.prototype.angleLimit = /** - * Keeps an angle value between the given min and max values - * - * @param angle The angle value to check. Must be between -180 and +180 - * @param min The minimum angle that is allowed (must be -180 or greater) - * @param max The maximum angle that is allowed (must be 180 or less) - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle, min, max) { - var result = angle; - if(angle > max) { - result = max; - } else if(angle < min) { - result = min; - } - return result; - }; - GameMath.prototype.linearInterpolation = /** - * @method linear - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(k < 0) { - return this.linear(v[0], v[1], f); - } - if(k > 1) { - return this.linear(v[m], v[m - 1], m - f); - } - return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); - }; - GameMath.prototype.bezierInterpolation = /** - * @method Bezier - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var b = 0; - var n = v.length - 1; - for(var i = 0; i <= n; i++) { - b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); - } - return b; - }; - GameMath.prototype.catmullRomInterpolation = /** - * @method CatmullRom - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(v[0] === v[m]) { - if(k < 0) { - i = Math.floor(f = m * (1 + k)); - } - return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); - } else { - if(k < 0) { - return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); - } - if(k > 1) { - return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); - } - return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); - } - }; - GameMath.prototype.linear = /** - * @method Linear - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} t - * @static - */ - function (p0, p1, t) { - return (p1 - p0) * t + p0; - }; - GameMath.prototype.bernstein = /** - * @method Bernstein - * @param {Any} n - * @param {Any} i - * @static - */ - function (n, i) { - return this.factorial(n) / this.factorial(i) / this.factorial(n - i); - }; - GameMath.prototype.catmullRom = /** - * @method CatmullRom - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} p2 - * @param {Any} p3 - * @param {Any} t - * @static - */ - function (p0, p1, p2, p3, t) { - var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; - return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; - }; - GameMath.prototype.difference = function (a, b) { - return Math.abs(a - b); - }; - GameMath.prototype.computeVelocity = /** - * A tween-like function that takes a starting velocity - * and some other factors and returns an altered velocity. - * - * @param Velocity Any component of velocity (e.g. 20). - * @param Acceleration Rate at which the velocity is changing. - * @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. - * @param Max An absolute value cap for the velocity. - * - * @return The altered Velocity value. - */ - function (Velocity, Acceleration, Drag, Max) { - if (typeof Acceleration === "undefined") { Acceleration = 0; } - if (typeof Drag === "undefined") { Drag = 0; } - if (typeof Max === "undefined") { Max = 10000; } - if(Acceleration !== 0) { - Velocity += Acceleration * this._game.time.elapsed; - } else if(Drag !== 0) { - var drag = Drag * this._game.time.elapsed; - if(Velocity - drag > 0) { - Velocity = Velocity - drag; - } else if(Velocity + drag < 0) { - Velocity += drag; - } else { - Velocity = 0; - } - } - if((Velocity != 0) && (Max != 10000)) { - if(Velocity > Max) { - Velocity = Max; - } else if(Velocity < -Max) { - Velocity = -Max; - } - } - return Velocity; - }; - GameMath.prototype.velocityFromAngle = /** - * Given the angle and speed calculate the velocity and return it as a Point - * - * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) - * @param speed The speed it will move, in pixels per second sq - * - * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value - */ - function (angle, speed) { - var a = this.degreesToRadians(angle); - return new Point((Math.cos(a) * speed), (Math.sin(a) * speed)); - }; - GameMath.prototype.random = /** - * Generates a random number. Deterministic, meaning safe - * to use if you want to record replays in random environments. - * - * @return A Number between 0 and 1. - */ - function () { - return this.globalSeed = this.srand(this.globalSeed); - }; - GameMath.prototype.srand = /** - * Generates a random number based on the seed provided. - * - * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). - * - * @return A Number between 0 and 1. - */ - function (Seed) { - return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; - }; - GameMath.prototype.getRandom = /** - * Fetch a random entry from the given array. - * Will return null if random selection is missing, or array has no entries. - * FlxG.getRandom() is deterministic and safe for use with replays/recordings. - * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings. - * - * @param Objects An array of objects. - * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param Length Optional restriction on the number of values you want to randomly select from. - * - * @return The random object that was selected. - */ - function (Objects, StartIndex, Length) { - if (typeof StartIndex === "undefined") { StartIndex = 0; } - if (typeof Length === "undefined") { Length = 0; } - if(Objects != null) { - var l = Length; - if((l == 0) || (l > Objects.length - StartIndex)) { - l = Objects.length - StartIndex; - } - if(l > 0) { - return Objects[StartIndex + Math.floor(Math.random() * l)]; - } - } - return null; - }; - GameMath.prototype.floor = /** - * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (Value) { - var n = Value | 0; - return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); - }; - GameMath.prototype.ceil = /** - * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (Value) { - var n = Value | 0; - return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); - }; - GameMath.prototype.sinCosGenerator = /** - * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at - *

- * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function - * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. - *

- * @param length The length of the wave - * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param frequency The frequency of the sine and cosine table data - * @return Returns the sine table - * @see getSinTable - * @see getCosTable - */ - function (length, sinAmplitude, cosAmplitude, frequency) { - if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } - if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } - if (typeof frequency === "undefined") { frequency = 1.0; } - var sin = sinAmplitude; - var cos = cosAmplitude; - var frq = frequency * Math.PI / length; - this.cosTable = []; - this.sinTable = []; - for(var c = 0; c < length; c++) { - cos -= sin * frq; - sin += cos * frq; - this.cosTable[c] = cos; - this.sinTable[c] = sin; - } - return this.sinTable; - }; - return GameMath; -})(); -/** -* Point -* -* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. -* -* @version 1.2 - 27th February 2013 -* @author Richard Davey -* @todo polar, interpolate -*/ -var Point = (function () { - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class Point - * @constructor - * @param {Number} x One-liner. Default is ?. - * @param {Number} y One-liner. Default is ?. - **/ - function Point(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.setTo(x, y); - } - Point.prototype.add = /** - * Adds the coordinates of another point to the coordinates of this point to create a new point. - * @method add - * @param {Point} point - The point to be added. - * @return {Point} The new Point object. - **/ - function (toAdd, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x + toAdd.x, this.y + toAdd.y); - }; - Point.prototype.addTo = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x + x, this.y + y); - }; - Point.prototype.subtractFrom = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x - x, this.y - y); - }; - Point.prototype.invert = /** - * Inverts the x and y values of this point - * @method invert - * @return {Point} This Point object. - **/ - function () { - return this.setTo(this.y, this.x); - }; - Point.prototype.clamp = /** - * Clamps this Point object to be between the given min and max - * @method clamp - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.clampX(min, max); - this.clampY(min, max); - return this; - }; - Point.prototype.clampX = /** - * Clamps the x value of this Point object to be between the given min and max - * @method clampX - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - return this; - }; - Point.prototype.clampY = /** - * Clamps the y value of this Point object to be between the given min and max - * @method clampY - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - this.y = Math.max(Math.min(this.y, max), min); - return this; - }; - Point.prototype.clone = /** - * Creates a copy of this Point. - * @method clone - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x, this.y); - }; - Point.prototype.copyFrom = /** - * Copies the point data from the source Point object into this Point object. - * @method copyFrom - * @param {Point} source - The point to copy from. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (source) { - return this.setTo(source.x, source.y); - }; - Point.prototype.copyTo = /** - * Copies the point data from this Point object to the given target Point object. - * @method copyTo - * @param {Point} target - The point to copy to. - * @return {Point} The target Point object. - **/ - function (target) { - return target.setTo(this.x, this.y); - }; - Point.prototype.distanceTo = /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (target, round) { - if (typeof round === "undefined") { round = false; } - var dx = this.x - target.x; - var dy = this.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.distanceBetween = /** - * Returns the distance between the two Point objects. - * @method distanceBetween - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between the two Point objects. - **/ - function distanceBetween(pointA, pointB, round) { - if (typeof round === "undefined") { round = false; } - var dx = pointA.x - pointB.x; - var dy = pointA.y - pointB.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.prototype.distanceCompare = /** - * Returns true if the distance between this point and a target point is greater than or equal a specified distance. - * This avoids using a costly square root operation - * @method distanceCompare - * @param {Point} target - The Point object to use for comparison. - * @param {Number} distance - The distance to use for comparison. - * @return {Boolena} True if distance is >= specified distance. - **/ - function (target, distance) { - if(this.distanceTo(target) >= distance) { - return true; - } else { - return false; - } - }; - Point.prototype.equals = /** - * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {Point} point - The point to compare against. - * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y) { - return true; - } else { - return false; - } - }; - Point.prototype.interpolate = /** - * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. - * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). - * @method interpolate - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. - * @return {Point} The new interpolated Point object. - **/ - function (pointA, pointB, f) { - }; - Point.prototype.offset = /** - * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. - * The value of dy is added to the original value of y to create the new y value. - * @method offset - * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. - * @param {Number} dy - The amount by which to offset the vertical coordinate, y. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Point.prototype.polar = /** - * Converts a pair of polar coordinates to a Cartesian point coordinate. - * @method polar - * @param {Number} length - The length coordinate of the polar pair. - * @param {Number} angle - The angle, in radians, of the polar pair. - * @return {Point} The new Cartesian Point object. - **/ - function (length, angle) { - }; - Point.prototype.setTo = /** - * Sets the x and y values of this Point object to the given coordinates. - * @method set - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Point.prototype.subtract = /** - * Subtracts the coordinates of another point from the coordinates of this point to create a new point. - * @method subtract - * @param {Point} point - The point to be subtracted. - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (point, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x - point.x, this.y - point.y); - }; - Point.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - }; - return Point; -})(); -/// -/** -* Rectangle -* -* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. -* -* @version 1.2 - 15th October 2012 -* @author Richard Davey -*/ -var Rectangle = (function () { - /** - * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. - * @class Rectangle - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - function Rectangle(x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type Number - **/ - this.x = 0; - /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type Number - **/ - this.y = 0; - /** - * The width of the rectangle in pixels - * @property width - * @type Number - **/ - this.width = 0; - /** - * The height of the rectangle in pixels - * @property height - * @type Number - **/ - this.height = 0; - this.setTo(x, y, width, height); - } - Object.defineProperty(Rectangle.prototype, "halfWidth", { - get: function () { - return Math.round(this.width / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "halfHeight", { - get: function () { - return Math.round(this.height / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - get: /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @return {Number} - **/ - function () { - return this.y + this.height; - }, - set: /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @param {Number} value - **/ - function (value) { - if(value < this.y) { - this.height = 0; - } else { - this.height = this.y + value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottomRight", { - get: /** - * Returns a Point containing the location of the Rectangle's bottom-right corner, determined by the values of the right and bottom properties. - * @method bottomRight - * @return {Point} - **/ - function () { - return new Point(this.right, this.bottom); - }, - set: /** - * Sets the bottom-right corner of this Rectangle, determined by the values of the given Point object. - * @method bottomRight - * @param {Point} value - **/ - function (value) { - this.right = value.x; - this.bottom = value.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "left", { - get: /** - * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @ return {number} - **/ - function () { - return this.x; - }, - set: /** - * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @param {Number} value - **/ - function (value) { - var diff = this.x - value; - if(this.width + diff < 0) { - this.width = 0; - this.x = value; - } else { - this.width += diff; - this.x = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - get: /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. - * @method right - * @return {Number} - **/ - function () { - return this.x + this.width; - }, - set: /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. - * @method right - * @param {Number} value - **/ - function (value) { - if(value < this.x) { - this.width = 0; - return this.x; - } else { - this.width = (value - this.x); - } - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.size = /** - * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. - * @method size - * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. - * @return {Point} The size of the Rectangle object - **/ - function (output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.width, this.height); - }; - Object.defineProperty(Rectangle.prototype, "volume", { - get: /** - * The volume of the Rectangle object in pixels, derived from width * height - * @method volume - * @return {Number} - **/ - function () { - return this.width * this.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "perimeter", { - get: /** - * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. - * @method perimeter - * @return {Number} - **/ - function () { - return (this.width * 2) + (this.height * 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - get: /** - * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @return {Number} - **/ - function () { - return this.y; - }, - set: /** - * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @param {Number} value - **/ - function (value) { - var diff = this.y - value; - if(this.height + diff < 0) { - this.height = 0; - this.y = value; - } else { - this.height += diff; - this.y = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "topLeft", { - get: /** - * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. - * @method topLeft - * @return {Point} - **/ - function () { - return new Point(this.x, this.y); - }, - set: /** - * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. - * @method topLeft - * @param {Point} value - **/ - function (value) { - this.x = value.x; - this.y = value.y; - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.clone = /** - * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. - * @method clone - * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} - **/ - function (output) { - if (typeof output === "undefined") { output = new Rectangle(); } - return output.setTo(this.x, this.y, this.width, this.height); - }; - Rectangle.prototype.contains = /** - * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. - * @method contains - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (x, y) { - if(x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) { - return true; - } - return false; - }; - Rectangle.prototype.containsPoint = /** - * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. - * @method containsPoint - * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (point) { - return this.contains(point.x, point.y); - }; - Rectangle.prototype.containsRect = /** - * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. - * @method containsRect - * @param {Rectangle} rect The rectangle object being checked. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (rect) { - // If the given rect has a larger volume than this one then it can never contain it - if(rect.volume > this.volume) { - return false; - } - if(rect.x >= this.x && rect.y >= this.y && rect.right <= this.right && rect.bottom <= this.bottom) { - return true; - } - return false; - }; - Rectangle.prototype.copyFrom = /** - * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. - * @method copyFrom - * @param {Rectangle} rect The source rectangle object to copy from - * @return {Rectangle} This rectangle object - **/ - function (source) { - return this.setTo(source.x, source.y, source.width, source.height); - }; - Rectangle.prototype.copyTo = /** - * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. - * @method copyTo - * @param {Rectangle} rect The destination rectangle object to copy in to - * @return {Rectangle} The destination rectangle object - **/ - function (target) { - return target.copyFrom(this); - }; - Rectangle.prototype.equals = /** - * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. - * @method equals - * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y && this.width === toCompare.width && this.height === toCompare.height) { - return true; - } - return false; - }; - Rectangle.prototype.inflate = /** - * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. - * @method inflate - * @param {Number} dx The amount to be added to the left side of this Rectangle. - * @param {Number} dy The amount to be added to the bottom side of this Rectangle. - * @return {Rectangle} This Rectangle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x -= dx; - this.width += 2 * dx; - this.y -= dy; - this.height += 2 * dy; - } - return this; - }; - Rectangle.prototype.inflatePoint = /** - * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. - * @method inflatePoint - * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - function (point) { - return this.inflate(point.x, point.y); - }; - Rectangle.prototype.intersection = /** - * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. - * @method intersection - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. - **/ - function (toIntersect, output) { - if (typeof output === "undefined") { output = new Rectangle(); } - if(this.intersects(toIntersect) === true) { - output.x = Math.max(toIntersect.x, this.x); - output.y = Math.max(toIntersect.y, this.y); - output.width = Math.min(toIntersect.right, this.right) - output.x; - output.height = Math.min(toIntersect.bottom, this.bottom) - output.y; - } - return output; - }; - Rectangle.prototype.intersects = /** - * Determines whether the object specified in the toIntersect parameter intersects with this Rectangle object. This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. - * @method intersects - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. - **/ - function (toIntersect) { - if(toIntersect.x >= this.right) { - return false; - } - if(toIntersect.right <= this.x) { - return false; - } - if(toIntersect.bottom <= this.y) { - return false; - } - if(toIntersect.y >= this.bottom) { - return false; - } - return true; - }; - Rectangle.prototype.overlap = /** - * Checks for overlaps between this Rectangle and the given Rectangle. Returns an object with boolean values for each check. - * @method overlap - * @return {Boolean} true if the rectangles overlap, otherwise false - **/ - function (rect) { - return (rect.x + rect.width > this.x) && (rect.x < this.x + this.width) && (rect.y + rect.height > this.y) && (rect.y < this.y + this.height); - }; - Object.defineProperty(Rectangle.prototype, "isEmpty", { - get: /** - * Determines whether or not this Rectangle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. - **/ - function () { - if(this.width < 1 || this.height < 1) { - return true; - } - return false; - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.offset = /** - * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Rectangle object by this amount. - * @param {Number} dy Moves the y value of the Rectangle object by this amount. - * @return {Rectangle} This Rectangle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x += dx; - this.y += dy; - } - return this; - }; - Rectangle.prototype.offsetPoint = /** - * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Rectangle.prototype.setEmpty = /** - * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. - * @method setEmpty - * @return {Rectangle} This rectangle object - **/ - function () { - return this.setTo(0, 0, 0, 0); - }; - Rectangle.prototype.setTo = /** - * Sets the members of Rectangle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - function (x, y, width, height) { - if(!isNaN(x) && !isNaN(y) && !isNaN(width) && !isNaN(height)) { - this.x = x; - this.y = y; - if(width > 0) { - this.width = width; - } - if(height > 0) { - this.height = height; - } - } - return this; - }; - Rectangle.prototype.union = /** - * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. - * @method union - * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that is the union of the two rectangles. - **/ - function (toUnion, output) { - if (typeof output === "undefined") { output = new Rectangle(); } - return output.setTo(Math.min(toUnion.x, this.x), Math.min(toUnion.y, this.y), Math.max(toUnion.right, this.right), Math.max(toUnion.bottom, this.bottom)); - }; - Rectangle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; - }; - return Rectangle; -})(); -/// -/// -/// -/// -var Camera = (function () { - /** - * Instantiates a new camera at the specified location, with the specified size and zoom level. - * - * @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param Width The width of the camera display in pixels. - * @param Height The height of the camera display in pixels. - * @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution. - */ - function Camera(game, id, x, y, width, height) { - this._clip = false; - this._rotation = 0; - this._target = null; - this._sx = 0; - this._sy = 0; - this._fxFlashComplete = null; - this._fxFlashDuration = 0; - this._fxFlashAlpha = 0; - this._fxFadeComplete = null; - this._fxFadeDuration = 0; - this._fxFadeAlpha = 0; - this._fxShakeIntensity = 0; - this._fxShakeDuration = 0; - this._fxShakeComplete = null; - this._fxShakeOffset = new Point(0, 0); - this._fxShakeDirection = 0; - this._fxShakePrevX = 0; - this._fxShakePrevY = 0; - this.scale = new Point(1, 1); - this.scroll = new Point(0, 0); - this.bounds = null; - this.deadzone = null; - // Camera Border - this.showBorder = false; - this.borderColor = 'rgb(255,255,255)'; - // Camera Background Color - this.opaque = true; - this._bgColor = 'rgb(0,0,0)'; - this._bgTextureRepeat = 'repeat'; - // Camera Shadow - this.showShadow = false; - this.shadowColor = 'rgb(0,0,0)'; - this.shadowBlur = 10; - this.shadowOffset = new Point(4, 4); - this.visible = true; - this.alpha = 1; - // The x/y position of the current input event in world coordinates - this.inputX = 0; - this.inputY = 0; - this._game = game; - this.ID = id; - this._stageX = x; - this._stageY = y; - // The view into the world canvas we wish to render - this.worldView = new Rectangle(0, 0, width, height); - this.checkClip(); - } - Camera.STYLE_LOCKON = 0; - Camera.STYLE_PLATFORMER = 1; - Camera.STYLE_TOPDOWN = 2; - Camera.STYLE_TOPDOWN_TIGHT = 3; - Camera.SHAKE_BOTH_AXES = 0; - Camera.SHAKE_HORIZONTAL_ONLY = 1; - Camera.SHAKE_VERTICAL_ONLY = 2; - Camera.prototype.flash = /** - * The camera is filled with this color and returns to normal at the given duration. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - function (color, duration, onComplete, force) { - if (typeof color === "undefined") { color = 0xffffff; } - if (typeof duration === "undefined") { duration = 1; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = false; } - if(force === false && this._fxFlashAlpha > 0) { - // You can't flash again unless you force it - return; - } - if(duration <= 0) { - duration = 1; - } - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFlashDuration = duration; - this._fxFlashAlpha = 1; - this._fxFlashComplete = onComplete; - }; - Camera.prototype.fade = /** - * The camera is gradually filled with this color. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - function (color, duration, onComplete, force) { - if (typeof color === "undefined") { color = 0x000000; } - if (typeof duration === "undefined") { duration = 1; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = false; } - if(force === false && this._fxFadeAlpha > 0) { - // You can't fade again unless you force it - return; - } - if(duration <= 0) { - duration = 1; - } - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFadeDuration = duration; - this._fxFadeAlpha = 0.01; - this._fxFadeComplete = onComplete; - }; - Camera.prototype.shake = /** - * A simple screen-shake effect. - * - * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. - * @param Duration The length in seconds that the shaking effect should last. - * @param OnComplete A function you want to run when the shake effect finishes. - * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). - * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). - */ - function (intensity, duration, onComplete, force, direction) { - if (typeof intensity === "undefined") { intensity = 0.05; } - if (typeof duration === "undefined") { duration = 0.5; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = true; } - if (typeof direction === "undefined") { direction = Camera.SHAKE_BOTH_AXES; } - if(!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) { - return; - } - // If a shake is not already running we need to store the offsets here - if(this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) { - this._fxShakePrevX = this._stageX; - this._fxShakePrevY = this._stageY; - } - this._fxShakeIntensity = intensity; - this._fxShakeDuration = duration; - this._fxShakeComplete = onComplete; - this._fxShakeDirection = direction; - this._fxShakeOffset.setTo(0, 0); - }; - Camera.prototype.stopFX = /** - * Just turns off all the camera effects instantly. - */ - function () { - this._fxFlashAlpha = 0; - this._fxFadeAlpha = 0; - if(this._fxShakeDuration !== 0) { - this._fxShakeDuration = 0; - this._fxShakeOffset.setTo(0, 0); - this._stageX = this._fxShakePrevX; - this._stageY = this._fxShakePrevY; - } - }; - Camera.prototype.follow = function (target, style) { - if (typeof style === "undefined") { style = Camera.STYLE_LOCKON; } - this._target = target; - var helper; - switch(style) { - case Camera.STYLE_PLATFORMER: - var w = this.width / 8; - var h = this.height / 3; - this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); - break; - case Camera.STYLE_TOPDOWN: - helper = Math.max(this.width, this.height) / 4; - this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_TOPDOWN_TIGHT: - helper = Math.max(this.width, this.height) / 8; - this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_LOCKON: - default: - this.deadzone = null; - break; - } - }; - Camera.prototype.focusOnXY = function (x, y) { - x += (x > 0) ? 0.0000001 : -0.0000001; - y += (y > 0) ? 0.0000001 : -0.0000001; - this.scroll.x = Math.round(x - this.worldView.halfWidth); - this.scroll.y = Math.round(y - this.worldView.halfHeight); - }; - Camera.prototype.focusOn = function (point) { - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - this.scroll.x = Math.round(point.x - this.worldView.halfWidth); - this.scroll.y = Math.round(point.y - this.worldView.halfHeight); - }; - Camera.prototype.setBounds = /** - * Specify the boundaries of the world or where the camera is allowed to move. - * - * @param X The smallest X value of your world (usually 0). - * @param Y The smallest Y value of your world (usually 0). - * @param Width The largest X value of your world (usually the world width). - * @param Height The largest Y value of your world (usually the world height). - * @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false). - */ - function (X, Y, Width, Height, UpdateWorld) { - if (typeof X === "undefined") { X = 0; } - if (typeof Y === "undefined") { Y = 0; } - if (typeof Width === "undefined") { Width = 0; } - if (typeof Height === "undefined") { Height = 0; } - if (typeof UpdateWorld === "undefined") { UpdateWorld = false; } - if(this.bounds == null) { - this.bounds = new Rectangle(); - } - this.bounds.setTo(X, Y, Width, Height); - //if(UpdateWorld) - // FlxG.worldBounds.copyFrom(bounds); - this.update(); - }; - Camera.prototype.update = function () { - if(this._target !== null) { - if(this.deadzone == null) { - this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y); - } else { - var edge; - var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); - var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); - edge = targetX - this.deadzone.x; - if(this.scroll.x > edge) { - this.scroll.x = edge; - } - edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; - if(this.scroll.x < edge) { - this.scroll.x = edge; - } - edge = targetY - this.deadzone.y; - if(this.scroll.y > edge) { - this.scroll.y = edge; - } - edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; - if(this.scroll.y < edge) { - this.scroll.y = edge; - } - } - } - // Make sure we didn't go outside the camera's bounds - if(this.bounds !== null) { - if(this.scroll.x < this.bounds.left) { - this.scroll.x = this.bounds.left; - } - if(this.scroll.x > this.bounds.right - this.width) { - this.scroll.x = this.bounds.right - this.width; - } - if(this.scroll.y < this.bounds.top) { - this.scroll.y = this.bounds.top; - } - if(this.scroll.y > this.bounds.bottom - this.height) { - this.scroll.y = this.bounds.bottom - this.height; - } - } - this.worldView.x = this.scroll.x; - this.worldView.y = this.scroll.y; - // Input values - this.inputX = this.worldView.x + this._game.input.x; - this.inputY = this.worldView.y + this._game.input.y; - // Update the Flash effect - if(this._fxFlashAlpha > 0) { - this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration; - this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2); - if(this._fxFlashAlpha <= 0) { - this._fxFlashAlpha = 0; - if(this._fxFlashComplete !== null) { - this._fxFlashComplete(); - } - } - } - // Update the Fade effect - if(this._fxFadeAlpha > 0) { - this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration; - this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2); - if(this._fxFadeAlpha >= 1) { - this._fxFadeAlpha = 1; - if(this._fxFadeComplete !== null) { - this._fxFadeComplete(); - } - } - } - // Update the "shake" special effect - if(this._fxShakeDuration > 0) { - this._fxShakeDuration -= this._game.time.elapsed; - this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2); - if(this._fxShakeDuration <= 0) { - this._fxShakeDuration = 0; - this._fxShakeOffset.setTo(0, 0); - this._stageX = this._fxShakePrevX; - this._stageY = this._fxShakePrevY; - if(this._fxShakeComplete != null) { - this._fxShakeComplete(); - } - } else { - if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY)) { - //this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom; - this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width); - } - if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY)) { - //this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom; - this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height); - } - } - } - }; - Camera.prototype.render = function () { - if(this.visible === false && this.alpha < 0.1) { - return; - } - if((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) { - //this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x; - //this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y; - this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x; - this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y; - //console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y); - } - //if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) - //{ - //this._game.stage.context.save(); - //} - // It may be safe/quicker to just save the context every frame regardless - this._game.stage.context.save(); - if(this.alpha !== 1) { - this._game.stage.context.globalAlpha = this.alpha; - } - this._sx = this._stageX; - this._sy = this._stageY; - // Shadow - if(this.showShadow) { - this._game.stage.context.shadowColor = this.shadowColor; - this._game.stage.context.shadowBlur = this.shadowBlur; - this._game.stage.context.shadowOffsetX = this.shadowOffset.x; - this._game.stage.context.shadowOffsetY = this.shadowOffset.y; - } - // Scale on - if(this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.scale(this.scale.x, this.scale.y); - this._sx = this._sx / this.scale.x; - this._sy = this._sy / this.scale.y; - } - // Rotation - translate to the mid-point of the camera - if(this._rotation !== 0) { - this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); - this._game.stage.context.rotate(this._rotation * (Math.PI / 180)); - // now shift back to where that should actually render - this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); - } - // Background - if(this.opaque == true) { - if(this._bgTexture) { - this._game.stage.context.fillStyle = this._bgTexture; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } else { - this._game.stage.context.fillStyle = this._bgColor; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - } - // Shadow off - if(this.showShadow) { - this._game.stage.context.shadowBlur = 0; - this._game.stage.context.shadowOffsetX = 0; - this._game.stage.context.shadowOffsetY = 0; - } - // Clip the camera so we don't get sprites appearing outside the edges - if(this._clip) { - this._game.stage.context.beginPath(); - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.closePath(); - this._game.stage.context.clip(); - } - //this.totalSpritesRendered = this._game.world.renderSpritesInCamera(this.worldView, sx, sy); - //this._game.world.group.render(this.worldView, this.worldView.x, this.worldView.y, sx, sy); - this._game.world.group.render(this, this._sx, this._sy); - if(this.showBorder) { - this._game.stage.context.strokeStyle = this.borderColor; - this._game.stage.context.lineWidth = 1; - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.stroke(); - } - // "Flash" FX - if(this._fxFlashAlpha > 0) { - this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')'; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - // "Fade" FX - if(this._fxFadeAlpha > 0) { - this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')'; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - // Scale off - if(this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.scale(1, 1); - } - if(this._rotation !== 0 || this._clip) { - this._game.stage.context.translate(0, 0); - //this._game.stage.context.restore(); - } - // maybe just do this every frame regardless? - this._game.stage.context.restore(); - if(this.alpha !== 1) { - this._game.stage.context.globalAlpha = 1; - } - }; - Object.defineProperty(Camera.prototype, "backgroundColor", { - get: function () { - return this._bgColor; - }, - set: function (color) { - this._bgColor = color; - }, - enumerable: true, - configurable: true - }); - Camera.prototype.setTexture = function (key, repeat) { - if (typeof repeat === "undefined") { repeat = 'repeat'; } - this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); - this._bgTextureRepeat = repeat; - }; - Camera.prototype.setPosition = function (x, y) { - this._stageX = x; - this._stageY = y; - this.checkClip(); - }; - Camera.prototype.setSize = function (width, height) { - this.worldView.width = width; - this.worldView.height = height; - this.checkClip(); - }; - Camera.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); - this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); - if(this.bounds) { - this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); - } - }; - Object.defineProperty(Camera.prototype, "x", { - get: function () { - return this._stageX; - }, - set: function (value) { - this._stageX = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "y", { - get: function () { - return this._stageY; - }, - set: function (value) { - this._stageY = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "width", { - get: function () { - return this.worldView.width; - }, - set: function (value) { - this.worldView.width = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "height", { - get: function () { - return this.worldView.height; - }, - set: function (value) { - this.worldView.height = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "rotation", { - get: function () { - return this._rotation; - }, - set: function (value) { - this._rotation = this._game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - Camera.prototype.checkClip = function () { - if(this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) { - this._clip = true; - } else { - this._clip = false; - } - }; - return Camera; -})(); -/// -/// -/// -/// -/// -// TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct -// TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more -var Cameras = (function () { - function Cameras(game, x, y, width, height) { - this._game = game; - this._cameras = []; - this.current = this.addCamera(x, y, width, height); - } - Cameras.prototype.getAll = function () { - return this._cameras; - }; - Cameras.prototype.update = function () { - this._cameras.forEach(function (camera) { - return camera.update(); - }); - }; - Cameras.prototype.render = function () { - this._cameras.forEach(function (camera) { - return camera.render(); - }); - }; - Cameras.prototype.addCamera = function (x, y, width, height) { - var newCam = new Camera(this._game, this._cameras.length, x, y, width, height); - this._cameras.push(newCam); - return newCam; - }; - Cameras.prototype.removeCamera = function (id) { - if(this._cameras[id]) { - if(this.current === this._cameras[id]) { - this.current = null; - } - this._cameras.splice(id, 1); - return true; - } else { - return false; - } - }; - Cameras.prototype.destroy = function () { - this._cameras.length = 0; - this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); - }; - return Cameras; -})(); +var Phaser; +(function (Phaser) { + Phaser.VERSION = 'Phaser version 0.9'; +})(Phaser || (Phaser = {})); /// /** * This is a useful "generic" object. @@ -2187,789 +25,4058 @@ var Cameras = (function () { * @author Adam Atomic * @author Richard Davey */ -var Basic = (function () { - /** - * Instantiate the basic object. - */ - function Basic(game) { +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Basic = (function () { /** - * Allows you to give this object a name. Useful for debugging, but not actually used internally. + * Instantiate the basic object. */ - this.name = ''; - this._game = game; - this.ID = -1; - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.isGroup = false; - this.ignoreDrawDebug = false; - } - Basic.prototype.destroy = /** - * Override this to null out iables or manually call - * destroy() on class members if necessary. - * Don't forget to call super.destroy()! - */ - function () { - }; - Basic.prototype.preUpdate = /** - * Pre-update is called right before update() on each object in the game loop. - */ - function () { - }; - Basic.prototype.update = /** - * Override this to update your class's position and appearance. - * This is where most of your game rules and behavioral code will go. - */ - function () { - }; - Basic.prototype.postUpdate = /** - * Post-update is called right after update() on each object in the game loop. - */ - function () { - }; - Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - }; - Basic.prototype.kill = /** - * Handy for "killing" game objects. - * Default behavior is to flag them as nonexistent AND dead. - * However, if you want the "corpse" to remain in the game, - * like to animate an effect or whatever, you should override this, - * setting only alive to false, and leaving exists true. - */ - function () { - this.alive = false; - this.exists = false; - }; - Basic.prototype.revive = /** - * Handy for bringing game objects "back to life". Just sets alive and exists back to true. - * In practice, this is most often called by FlxObject.reset(). - */ - function () { - this.alive = true; - this.exists = true; - }; - Basic.prototype.toString = /** - * Convert object to readable string name. Useful for debugging, save games, etc. - */ - function () { - //return FlxU.getClassName(this, true); - return ""; - }; - return Basic; -})(); + function Basic(game) { + /** + * Allows you to give this object a name. Useful for debugging, but not actually used internally. + */ + this.name = ''; + this._game = game; + this.ID = -1; + this.exists = true; + this.active = true; + this.visible = true; + this.alive = true; + this.isGroup = false; + this.ignoreDrawDebug = false; + } + Basic.prototype.destroy = /** + * Override this to null out iables or manually call + * destroy() on class members if necessary. + * Don't forget to call super.destroy()! + */ + function () { + }; + Basic.prototype.preUpdate = /** + * Pre-update is called right before update() on each object in the game loop. + */ + function () { + }; + Basic.prototype.update = /** + * Override this to update your class's position and appearance. + * This is where most of your game rules and behavioral code will go. + */ + function () { + }; + Basic.prototype.postUpdate = /** + * Post-update is called right after update() on each object in the game loop. + */ + function () { + }; + Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + }; + Basic.prototype.kill = /** + * Handy for "killing" game objects. + * Default behavior is to flag them as nonexistent AND dead. + * However, if you want the "corpse" to remain in the game, + * like to animate an effect or whatever, you should override this, + * setting only alive to false, and leaving exists true. + */ + function () { + this.alive = false; + this.exists = false; + }; + Basic.prototype.revive = /** + * Handy for bringing game objects "back to life". Just sets alive and exists back to true. + * In practice, this is most often called by FlxObject.reset(). + */ + function () { + this.alive = true; + this.exists = true; + }; + Basic.prototype.toString = /** + * Convert object to readable string name. Useful for debugging, save games, etc. + */ + function () { + return ""; + }; + return Basic; + })(); + Phaser.Basic = Basic; +})(Phaser || (Phaser = {})); /// -var DynamicTexture = (function () { - function DynamicTexture(game, key, width, height) { - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._game = game; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); - this.bounds = new Rectangle(0, 0, width, height); - } - DynamicTexture.prototype.getPixel = function (x, y) { - //r = imageData.data[0]; - //g = imageData.data[1]; - //b = imageData.data[2]; - //a = imageData.data[3]; - var imageData = this.context.getImageData(x, y, 1, 1); - return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixel32 = function (x, y) { - var imageData = this.context.getImageData(x, y, 1, 1); - return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixels = // Returns a CanvasPixelArray - function (rect) { - return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.setPixel = function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixel32 = function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixels = function (rect, input) { - this.context.putImageData(input, rect.x, rect.y); - }; - DynamicTexture.prototype.fillRect = function (rect, color) { - this.context.fillStyle = color; - this.context.fillRect(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.pasteImage = function (key, frame, destX, destY, destWidth, destHeight) { - if (typeof frame === "undefined") { frame = -1; } - if (typeof destX === "undefined") { destX = 0; } - if (typeof destY === "undefined") { destY = 0; } - if (typeof destWidth === "undefined") { destWidth = null; } - if (typeof destHeight === "undefined") { destHeight = null; } - var texture = null; - var frameData; - this._sx = 0; - this._sy = 0; - this._dx = destX; - this._dy = destY; - // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot - if(frame > -1) { - //if (this._game.cache.isSpriteSheet(key)) - //{ - // texture = this._game.cache.getImage(key); - //this.animations.loadFrameData(this._game.cache.getFrameData(key)); - //} - } else { - texture = this._game.cache.getImage(key); - this._sw = texture.width; - this._sh = texture.height; - this._dw = texture.width; - this._dh = texture.height; +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Cache = (function () { + function Cache(game) { + this._game = game; + this._canvases = { + }; + this._images = { + }; + this._sounds = { + }; + this._text = { + }; } - if(destWidth !== null) { - this._dw = destWidth; - } - if(destHeight !== null) { - this._dh = destHeight; - } - if(texture != null) { - this.context.drawImage(texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - }; - DynamicTexture.prototype.copyPixels = // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false - function (sourceTexture, sourceRect, destPoint) { - // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call - if(sourceRect.equals(this.bounds) == true) { - this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); - } else { - this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); - } - }; - DynamicTexture.prototype.clear = function () { - this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); - }; - Object.defineProperty(DynamicTexture.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(DynamicTexture.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - DynamicTexture.prototype.getColor32 = /** - * Given an alpha and 3 color values this will return an integer representation of it - * - * @param alpha The Alpha value (between 0 and 255) - * @param red The Red channel value (between 0 and 255) - * @param green The Green channel value (between 0 and 255) - * @param blue The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xAARRGGBB) - */ - function (alpha, red, green, blue) { - return alpha << 24 | red << 16 | green << 8 | blue; - }; - DynamicTexture.prototype.getColor = /** - * Given 3 color values this will return an integer representation of it - * - * @param red The Red channel value (between 0 and 255) - * @param green The Green channel value (between 0 and 255) - * @param blue The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xRRGGBB) - */ - function (red, green, blue) { - return red << 16 | green << 8 | blue; - }; - return DynamicTexture; -})(); + Cache.prototype.addCanvas = function (key, canvas, context) { + this._canvases[key] = { + canvas: canvas, + context: context + }; + }; + Cache.prototype.addSpriteSheet = function (key, url, data, frameWidth, frameHeight, frameMax) { + this._images[key] = { + url: url, + data: data, + spriteSheet: true, + frameWidth: frameWidth, + frameHeight: frameHeight + }; + this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); + }; + Cache.prototype.addTextureAtlas = function (key, url, data, jsonData) { + this._images[key] = { + url: url, + data: data, + spriteSheet: true + }; + this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this._game, jsonData); + }; + Cache.prototype.addImage = function (key, url, data) { + this._images[key] = { + url: url, + data: data, + spriteSheet: false + }; + }; + Cache.prototype.addSound = function (key, url, data) { + this._sounds[key] = { + url: url, + data: data, + decoded: false + }; + }; + Cache.prototype.decodedSound = function (key, data) { + this._sounds[key].data = data; + this._sounds[key].decoded = true; + }; + Cache.prototype.addText = function (key, url, data) { + this._text[key] = { + url: url, + data: data + }; + }; + Cache.prototype.getCanvas = function (key) { + if(this._canvases[key]) { + return this._canvases[key].canvas; + } + return null; + }; + Cache.prototype.getImage = function (key) { + if(this._images[key]) { + return this._images[key].data; + } + return null; + }; + Cache.prototype.getFrameData = function (key) { + if(this._images[key] && this._images[key].spriteSheet == true) { + return this._images[key].frameData; + } + return null; + }; + Cache.prototype.getSound = function (key) { + if(this._sounds[key]) { + return this._sounds[key].data; + } + return null; + }; + Cache.prototype.isSoundDecoded = function (key) { + if(this._sounds[key]) { + return this._sounds[key].decoded; + } + }; + Cache.prototype.isSpriteSheet = function (key) { + if(this._images[key]) { + return this._images[key].spriteSheet; + } + }; + Cache.prototype.getText = function (key) { + if(this._text[key]) { + return this._text[key].data; + } + return null; + }; + Cache.prototype.destroy = function () { + for(var item in this._canvases) { + delete this._canvases[item['key']]; + } + for(var item in this._images) { + delete this._images[item['key']]; + } + for(var item in this._sounds) { + delete this._sounds[item['key']]; + } + for(var item in this._text) { + delete this._text[item['key']]; + } + }; + return Cache; + })(); + Phaser.Cache = Cache; +})(Phaser || (Phaser = {})); var __extends = this.__extends || function (d, b) { function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; -/// -/// -/// -/// -/// -var GameObject = (function (_super) { - __extends(GameObject, _super); - function GameObject(game, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 16; } - if (typeof height === "undefined") { height = 16; } - _super.call(this, game); - this._angle = 0; - this.moves = true; - this.bounds = new Rectangle(x, y, width, height); - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.isGroup = false; - this.alpha = 1; - this.scale = new Point(1, 1); - this.last = new Point(x, y); - this.origin = new Point(this.bounds.halfWidth, this.bounds.halfHeight); - this.mass = 1.0; - this.elasticity = 0.0; - this.health = 1; - this.immovable = false; - this.moves = true; - this.touching = GameObject.NONE; - this.wasTouching = GameObject.NONE; - this.allowCollisions = GameObject.ANY; - this.velocity = new Point(); - this.acceleration = new Point(); - this.drag = new Point(); - this.maxVelocity = new Point(10000, 10000); - this.angle = 0; - this.angularVelocity = 0; - this.angularAcceleration = 0; - this.angularDrag = 0; - this.maxAngular = 10000; - this.scrollFactor = new Point(1.0, 1.0); - } - GameObject.LEFT = 0x0001; - GameObject.RIGHT = 0x0010; - GameObject.UP = 0x0100; - GameObject.DOWN = 0x1000; - GameObject.NONE = 0; - GameObject.CEILING = GameObject.UP; - GameObject.FLOOR = GameObject.DOWN; - GameObject.WALL = GameObject.LEFT | GameObject.RIGHT; - GameObject.ANY = GameObject.LEFT | GameObject.RIGHT | GameObject.UP | GameObject.DOWN; - GameObject.OVERLAP_BIAS = 4; - GameObject.prototype.preUpdate = function () { - // flicker time - this.last.x = this.bounds.x; - this.last.y = this.bounds.y; - }; - GameObject.prototype.update = function () { - }; - GameObject.prototype.postUpdate = function () { - if(this.moves) { - this.updateMotion(); +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var GameObject = (function (_super) { + __extends(GameObject, _super); + function GameObject(game, x, y, width, height) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof width === "undefined") { width = 16; } + if (typeof height === "undefined") { height = 16; } + _super.call(this, game); + this._angle = 0; + this.z = 0; + this.moves = true; + this.bounds = new Phaser.Rectangle(x, y, width, height); + this.exists = true; + this.active = true; + this.visible = true; + this.alive = true; + this.isGroup = false; + this.alpha = 1; + this.scale = new Phaser.Point(1, 1); + this.last = new Phaser.Point(x, y); + this.origin = new Phaser.Point(this.bounds.halfWidth, this.bounds.halfHeight); + this.mass = 1.0; + this.elasticity = 0.0; + this.health = 1; + this.immovable = false; + this.moves = true; + this.touching = Phaser.Collision.NONE; + this.wasTouching = Phaser.Collision.NONE; + this.allowCollisions = Phaser.Collision.ANY; + this.velocity = new Phaser.Point(); + this.acceleration = new Phaser.Point(); + this.drag = new Phaser.Point(); + this.maxVelocity = new Phaser.Point(10000, 10000); + this.angle = 0; + this.angularVelocity = 0; + this.angularAcceleration = 0; + this.angularDrag = 0; + this.maxAngular = 10000; + this.scrollFactor = new Phaser.Point(1.0, 1.0); } - this.wasTouching = this.touching; - this.touching = GameObject.NONE; - }; - GameObject.prototype.updateMotion = function () { - var delta; - var velocityDelta; - velocityDelta = (this._game.math.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2; - this.angularVelocity += velocityDelta; - this._angle += this.angularVelocity * this._game.time.elapsed; - this.angularVelocity += velocityDelta; - velocityDelta = (this._game.math.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; - this.velocity.x += velocityDelta; - delta = this.velocity.x * this._game.time.elapsed; - this.velocity.x += velocityDelta; - this.bounds.x += delta; - velocityDelta = (this._game.math.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; - this.velocity.y += velocityDelta; - delta = this.velocity.y * this._game.time.elapsed; - this.velocity.y += velocityDelta; - this.bounds.y += delta; - }; - GameObject.prototype.overlaps = /** - * Checks to see if some GameObject overlaps this GameObject or FlxGroup. - * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). - * WARNING: Currently tilemaps do NOT support screen space overlap checks! - * - * @param ObjectOrGroup The object or group being tested. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the two objects overlap. - */ - function (ObjectOrGroup, InScreenSpace, Camera) { - if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } - if (typeof Camera === "undefined") { Camera = null; } - if(ObjectOrGroup.isGroup) { - var results = false; - var i = 0; - var members = ObjectOrGroup.members; - while(i < length) { - if(this.overlaps(members[i++], InScreenSpace, Camera)) { - results = true; + GameObject.prototype.preUpdate = function () { + // flicker time + this.last.x = this.bounds.x; + this.last.y = this.bounds.y; + }; + GameObject.prototype.update = function () { + }; + GameObject.prototype.postUpdate = function () { + if(this.moves) { + this.updateMotion(); + } + this.wasTouching = this.touching; + this.touching = Phaser.Collision.NONE; + }; + GameObject.prototype.updateMotion = function () { + var delta; + var velocityDelta; + velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2; + this.angularVelocity += velocityDelta; + this._angle += this.angularVelocity * this._game.time.elapsed; + this.angularVelocity += velocityDelta; + velocityDelta = (this._game.motion.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; + this.velocity.x += velocityDelta; + delta = this.velocity.x * this._game.time.elapsed; + this.velocity.x += velocityDelta; + this.bounds.x += delta; + velocityDelta = (this._game.motion.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; + this.velocity.y += velocityDelta; + delta = this.velocity.y * this._game.time.elapsed; + this.velocity.y += velocityDelta; + this.bounds.y += delta; + }; + GameObject.prototype.overlaps = /** + * Checks to see if some GameObject overlaps this GameObject or FlxGroup. + * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). + * WARNING: Currently tilemaps do NOT support screen space overlap checks! + * + * @param ObjectOrGroup The object or group being tested. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the two objects overlap. + */ + function (ObjectOrGroup, InScreenSpace, Camera) { + if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } + if (typeof Camera === "undefined") { Camera = null; } + if(ObjectOrGroup.isGroup) { + var results = false; + var i = 0; + var members = ObjectOrGroup.members; + while(i < length) { + if(this.overlaps(members[i++], InScreenSpace, Camera)) { + results = true; + } } + return results; } - return results; - } - /* - if (typeof ObjectOrGroup === 'FlxTilemap') - { - //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. - return ObjectOrGroup.overlaps(this, InScreenSpace, Camera); - } + /* + if (typeof ObjectOrGroup === 'FlxTilemap') + { + //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. + return ObjectOrGroup.overlaps(this, InScreenSpace, Camera); + } + */ + //var object: GameObject = ObjectOrGroup; + if(!InScreenSpace) { + return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height); + } + if(Camera == null) { + Camera = this._game.camera; + } + var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); + this.getScreenXY(this._point, Camera); + return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); + }; + GameObject.prototype.overlapsAt = /** + * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup? + * 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! + * + * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here. + * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here. + * @param ObjectOrGroup The object or group being tested. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the two objects overlap. */ - //var object: GameObject = ObjectOrGroup; - if(!InScreenSpace) { - return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height); - } - if(Camera == null) { - Camera = this._game.camera; - } - var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); - this.getScreenXY(this._point, Camera); - return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); - }; - GameObject.prototype.overlapsAt = /** - * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup? - * 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! - * - * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here. - * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here. - * @param ObjectOrGroup The object or group being tested. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the two objects overlap. - */ - function (X, Y, ObjectOrGroup, InScreenSpace, Camera) { - if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } - if (typeof Camera === "undefined") { Camera = null; } - if(ObjectOrGroup.isGroup) { - var results = false; - var basic; - var i = 0; - var members = ObjectOrGroup.members; - while(i < length) { - if(this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) { - results = true; + function (X, Y, ObjectOrGroup, InScreenSpace, Camera) { + if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } + if (typeof Camera === "undefined") { Camera = null; } + if(ObjectOrGroup.isGroup) { + var results = false; + var basic; + var i = 0; + var members = ObjectOrGroup.members; + while(i < length) { + if(this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) { + results = true; + } } + return results; } - return results; - } - /* - if (typeof ObjectOrGroup === 'FlxTilemap') - { - //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; - return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera); - } - */ - //var object: GameObject = ObjectOrGroup; - if(!InScreenSpace) { - return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height); - } - if(Camera == null) { - Camera = this._game.camera; - } - var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); - this._point.x = X - Camera.scroll.x * this.scrollFactor.x//copied from getScreenXY() - ; - this._point.y = Y - Camera.scroll.y * this.scrollFactor.y; - this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001; - this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001; - return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); - }; - GameObject.prototype.overlapsPoint = /** - * Checks to see if a ponumber in 2D world space overlaps this GameObject object. - * - * @param Point The ponumber in world space you want to check. - * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether or not the ponumber overlaps this object. - */ - function (point, InScreenSpace, Camera) { - if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } - if (typeof Camera === "undefined") { Camera = null; } - if(!InScreenSpace) { - return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height); - } - if(Camera == null) { - Camera = this._game.camera; - } - var X = point.x - Camera.scroll.x; - var Y = point.y - Camera.scroll.y; - this.getScreenXY(this._point, Camera); - return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height); - }; - GameObject.prototype.onScreen = /** - * Check and see if this object is currently on screen. - * - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return Whether the object is on screen or not. - */ - function (Camera) { - if (typeof Camera === "undefined") { Camera = null; } - if(Camera == null) { - Camera = this._game.camera; - } - this.getScreenXY(this._point, Camera); - return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height); - }; - GameObject.prototype.getScreenXY = /** - * Call this to figure out the on-screen position of the object. - * - * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it. - * - * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. - */ - function (point, Camera) { - if (typeof point === "undefined") { point = null; } - if (typeof Camera === "undefined") { Camera = null; } - if(point == null) { - point = new Point(); - } - if(Camera == null) { - Camera = this._game.camera; - } - point.x = this.x - Camera.scroll.x * this.scrollFactor.x; - point.y = this.y - Camera.scroll.y * this.scrollFactor.y; - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - return point; - }; - Object.defineProperty(GameObject.prototype, "solid", { - get: /** - * Whether the object collides or not. For more control over what directions - * the object will collide from, use collision constants (like LEFT, FLOOR, etc) - * to set the value of allowCollisions directly. - */ - function () { - return (this.allowCollisions & GameObject.ANY) > GameObject.NONE; - }, - set: /** - * @private - */ - function (Solid) { - if(Solid) { - this.allowCollisions = GameObject.ANY; - } else { - this.allowCollisions = GameObject.NONE; + /* + if (typeof ObjectOrGroup === 'FlxTilemap') + { + //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; + return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera); } - }, - enumerable: true, - configurable: true - }); - GameObject.prototype.getMidpoint = /** - * Retrieve the midponumber of this object in world coordinates. - * - * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created. - * - * @return A Point object containing the midponumber of this object in world coordinates. - */ - function (point) { - if (typeof point === "undefined") { point = null; } - if(point == null) { - point = new Point(); - } - point.x = this.x + this.width * 0.5; - point.y = this.y + this.height * 0.5; - return point; - }; - GameObject.prototype.reset = /** - * Handy for reviving game objects. - * Resets their existence flags and position. - * - * @param X The new X position of this object. - * @param Y The new Y position of this object. - */ - function (X, Y) { - this.revive(); - this.touching = GameObject.NONE; - this.wasTouching = GameObject.NONE; - this.x = X; - this.y = Y; - this.last.x = X; - this.last.y = Y; - this.velocity.x = 0; - this.velocity.y = 0; - }; - GameObject.prototype.isTouching = /** - * Handy for checking if this object is touching a particular surface. - * For slightly better performance you can just & the value directly numbero touching. - * However, this method is good for readability and accessibility. - * - * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). - * - * @return Whether the object is touching an object in (any of) the specified direction(s) this frame. - */ - function (Direction) { - return (this.touching & Direction) > GameObject.NONE; - }; - GameObject.prototype.justTouched = /** - * Handy for checking if this object is just landed on a particular surface. - * - * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). - * - * @return Whether the object just landed on (any of) the specified surface(s) this frame. - */ - function (Direction) { - return ((this.touching & Direction) > GameObject.NONE) && ((this.wasTouching & Direction) <= GameObject.NONE); - }; - GameObject.prototype.hurt = /** - * Reduces the "health" variable of this sprite by the amount specified in Damage. - * Calls kill() if health drops to or below zero. - * - * @param Damage How much health to take away (use a negative number to give a health bonus). - */ - function (Damage) { - this.health = this.health - Damage; - if(this.health <= 0) { - this.kill(); - } - }; - GameObject.prototype.destroy = function () { - }; - Object.defineProperty(GameObject.prototype, "x", { - get: function () { - return this.bounds.x; - }, - set: function (value) { - this.bounds.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "y", { - get: function () { - return this.bounds.y; - }, - set: function (value) { - this.bounds.y = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "rotation", { - get: function () { - return this._angle; - }, - set: function (value) { - this._angle = this._game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "angle", { - get: function () { - return this._angle; - }, - set: function (value) { - this._angle = this._game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(GameObject.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - return GameObject; -})(Basic); -/// -/// + */ + //var object: GameObject = ObjectOrGroup; + if(!InScreenSpace) { + return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height); + } + if(Camera == null) { + Camera = this._game.camera; + } + var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); + this._point.x = X - Camera.scroll.x * this.scrollFactor.x//copied from getScreenXY() + ; + this._point.y = Y - Camera.scroll.y * this.scrollFactor.y; + this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001; + this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001; + return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); + }; + GameObject.prototype.overlapsPoint = /** + * Checks to see if a ponumber in 2D world space overlaps this GameObject object. + * + * @param Point The ponumber in world space you want to check. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the ponumber overlaps this object. + */ + function (point, InScreenSpace, Camera) { + if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } + if (typeof Camera === "undefined") { Camera = null; } + if(!InScreenSpace) { + return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height); + } + if(Camera == null) { + Camera = this._game.camera; + } + var X = point.x - Camera.scroll.x; + var Y = point.y - Camera.scroll.y; + this.getScreenXY(this._point, Camera); + return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height); + }; + GameObject.prototype.onScreen = /** + * Check and see if this object is currently on screen. + * + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether the object is on screen or not. + */ + function (Camera) { + if (typeof Camera === "undefined") { Camera = null; } + if(Camera == null) { + Camera = this._game.camera; + } + this.getScreenXY(this._point, Camera); + return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height); + }; + GameObject.prototype.getScreenXY = /** + * Call this to figure out the on-screen position of the object. + * + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it. + * + * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. + */ + function (point, Camera) { + if (typeof point === "undefined") { point = null; } + if (typeof Camera === "undefined") { Camera = null; } + if(point == null) { + point = new Phaser.Point(); + } + if(Camera == null) { + Camera = this._game.camera; + } + point.x = this.x - Camera.scroll.x * this.scrollFactor.x; + point.y = this.y - Camera.scroll.y * this.scrollFactor.y; + point.x += (point.x > 0) ? 0.0000001 : -0.0000001; + point.y += (point.y > 0) ? 0.0000001 : -0.0000001; + return point; + }; + Object.defineProperty(GameObject.prototype, "solid", { + get: /** + * Whether the object collides or not. For more control over what directions + * the object will collide from, use collision constants (like LEFT, FLOOR, etc) + * to set the value of allowCollisions directly. + */ + function () { + return (this.allowCollisions & Phaser.Collision.ANY) > Phaser.Collision.NONE; + }, + set: /** + * @private + */ + function (Solid) { + if(Solid) { + this.allowCollisions = Phaser.Collision.ANY; + } else { + this.allowCollisions = Phaser.Collision.NONE; + } + }, + enumerable: true, + configurable: true + }); + GameObject.prototype.getMidpoint = /** + * Retrieve the midponumber of this object in world coordinates. + * + * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created. + * + * @return A Point object containing the midponumber of this object in world coordinates. + */ + function (point) { + if (typeof point === "undefined") { point = null; } + if(point == null) { + point = new Phaser.Point(); + } + point.x = this.x + this.width * 0.5; + point.y = this.y + this.height * 0.5; + return point; + }; + GameObject.prototype.reset = /** + * Handy for reviving game objects. + * Resets their existence flags and position. + * + * @param X The new X position of this object. + * @param Y The new Y position of this object. + */ + function (X, Y) { + this.revive(); + this.touching = Phaser.Collision.NONE; + this.wasTouching = Phaser.Collision.NONE; + this.x = X; + this.y = Y; + this.last.x = X; + this.last.y = Y; + this.velocity.x = 0; + this.velocity.y = 0; + }; + GameObject.prototype.isTouching = /** + * Handy for checking if this object is touching a particular surface. + * For slightly better performance you can just & the value directly numbero touching. + * However, this method is good for readability and accessibility. + * + * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). + * + * @return Whether the object is touching an object in (any of) the specified direction(s) this frame. + */ + function (Direction) { + return (this.touching & Direction) > Phaser.Collision.NONE; + }; + GameObject.prototype.justTouched = /** + * Handy for checking if this object is just landed on a particular surface. + * + * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). + * + * @return Whether the object just landed on (any of) the specified surface(s) this frame. + */ + function (Direction) { + return ((this.touching & Direction) > Phaser.Collision.NONE) && ((this.wasTouching & Direction) <= Phaser.Collision.NONE); + }; + GameObject.prototype.hurt = /** + * Reduces the "health" variable of this sprite by the amount specified in Damage. + * Calls kill() if health drops to or below zero. + * + * @param Damage How much health to take away (use a negative number to give a health bonus). + */ + function (Damage) { + this.health = this.health - Damage; + if(this.health <= 0) { + this.kill(); + } + }; + GameObject.prototype.destroy = function () { + }; + Object.defineProperty(GameObject.prototype, "x", { + get: function () { + return this.bounds.x; + }, + set: function (value) { + this.bounds.x = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "y", { + get: function () { + return this.bounds.y; + }, + set: function (value) { + this.bounds.y = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "rotation", { + get: function () { + return this._angle; + }, + set: function (value) { + this._angle = this._game.math.wrap(value, 360, 0); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "angle", { + get: function () { + return this._angle; + }, + set: function (value) { + this._angle = this._game.math.wrap(value, 360, 0); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "width", { + get: function () { + return this.bounds.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "height", { + get: function () { + return this.bounds.height; + }, + enumerable: true, + configurable: true + }); + return GameObject; + })(Phaser.Basic); + Phaser.GameObject = GameObject; +})(Phaser || (Phaser = {})); +/// /// -/// -/// -/// -/// -var Sprite = (function (_super) { - __extends(Sprite, _super); - function Sprite(game, x, y, key) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof key === "undefined") { key = null; } - _super.call(this, game, x, y); - this._dynamicTexture = false; - // local rendering related temp vars to help avoid gc spikes - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._texture = null; - this.animations = new Animations(this._game, this); - if(key !== null) { - this.loadGraphic(key); - } else { - this.bounds.width = 16; - this.bounds.height = 16; - } - } - Sprite.prototype.loadGraphic = function (key) { - if(this._game.cache.getImage(key) !== null) { - if(this._game.cache.isSpriteSheet(key) == false) { - this._texture = this._game.cache.getImage(key); - this.bounds.width = this._texture.width; - this.bounds.height = this._texture.height; - } else { - this._texture = this._game.cache.getImage(key); - this.animations.loadFrameData(this._game.cache.getFrameData(key)); - } +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Sprite = (function (_super) { + __extends(Sprite, _super); + function Sprite(game, x, y, key) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof key === "undefined") { key = null; } + _super.call(this, game, x, y); this._dynamicTexture = false; + // local rendering related temp vars to help avoid gc spikes + this._sx = 0; + this._sy = 0; + this._sw = 0; + this._sh = 0; + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this._texture = null; + this.animations = new Phaser.Animations(this._game, this); + if(key !== null) { + this.loadGraphic(key); + } else { + this.bounds.width = 16; + this.bounds.height = 16; + } } - return this; - }; - Sprite.prototype.loadDynamicTexture = function (texture) { - this._texture = texture; - this.bounds.width = this._texture.width; - this.bounds.height = this._texture.height; - this._dynamicTexture = true; - return this; - }; - Sprite.prototype.makeGraphic = function (width, height, color) { - if (typeof color === "undefined") { color = 0xffffffff; } - this._texture = null; - this.width = width; - this.height = height; - this._dynamicTexture = false; - return this; - }; - Sprite.prototype.inCamera = function (camera) { - if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { - this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); - this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); + Sprite.prototype.loadGraphic = function (key) { + if(this._game.cache.getImage(key) !== null) { + if(this._game.cache.isSpriteSheet(key) == false) { + this._texture = this._game.cache.getImage(key); + this.bounds.width = this._texture.width; + this.bounds.height = this._texture.height; + } else { + this._texture = this._game.cache.getImage(key); + this.animations.loadFrameData(this._game.cache.getFrameData(key)); + } + this._dynamicTexture = false; + } + return this; + }; + Sprite.prototype.loadDynamicTexture = function (texture) { + this._texture = texture; + this.bounds.width = this._texture.width; + this.bounds.height = this._texture.height; + this._dynamicTexture = true; + return this; + }; + Sprite.prototype.makeGraphic = function (width, height, color) { + if (typeof color === "undefined") { color = 0xffffffff; } + this._texture = null; + this.width = width; + this.height = height; + this._dynamicTexture = false; + return this; + }; + Sprite.prototype.inCamera = function (camera) { + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); + this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); + } else { + return camera.overlap(this.bounds); + } + }; + Sprite.prototype.postUpdate = function () { + this.animations.update(); + _super.prototype.postUpdate.call(this); + }; + Object.defineProperty(Sprite.prototype, "frame", { + get: function () { + return this.animations.frame; + }, + set: function (value) { + this.animations.frame = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "frameName", { + get: function () { + return this.animations.frameName; + }, + set: function (value) { + this.animations.frameName = value; + }, + enumerable: true, + configurable: true + }); + Sprite.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + // Render checks + if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) { + return false; + } + // Alpha + if(this.alpha !== 1) { + var globalAlpha = this._game.stage.context.globalAlpha; + this._game.stage.context.globalAlpha = this.alpha; + } + //if (this.flip === true) + //{ + // this.context.save(); + // this.context.translate(game.canvas.width, 0); + // this.context.scale(-1, 1); + //} + this._sx = 0; + this._sy = 0; + this._sw = this.bounds.width; + this._sh = this.bounds.height; + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); this._dw = this.bounds.width * this.scale.x; this._dh = this.bounds.height * this.scale.y; - return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); - } else { - return camera.overlap(this.bounds); - } - }; - Sprite.prototype.postUpdate = function () { - this.animations.update(); - _super.prototype.postUpdate.call(this); - }; - Object.defineProperty(Sprite.prototype, "frame", { - get: function () { - return this.animations.frame; - }, - set: function (value) { - this.animations.frame = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "frameName", { - get: function () { - return this.animations.frameName; - }, - set: function (value) { - this.animations.frameName = value; - }, - enumerable: true, - configurable: true - }); - Sprite.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - // Render checks - if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) { - return false; - } - // Alpha - if(this.alpha !== 1) { - var globalAlpha = this._game.stage.context.globalAlpha; - this._game.stage.context.globalAlpha = this.alpha; - } - //if (this.flip === true) - //{ - // this.context.save(); - // this.context.translate(game.canvas.width, 0); - // this.context.scale(-1, 1); - //} - this._sx = 0; - this._sy = 0; - this._sw = this.bounds.width; - this._sh = this.bounds.height; - this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); - this._dw = this.bounds.width * this.scale.x; - this._dh = this.bounds.height * this.scale.y; - if(this._dynamicTexture == false && this.animations.currentFrame !== null) { - this._sx = this.animations.currentFrame.x; - this._sy = this.animations.currentFrame.y; - if(this.animations.currentFrame.trimmed) { - this._dx += this.animations.currentFrame.spriteSourceSizeX; - this._dy += this.animations.currentFrame.spriteSourceSizeY; + if(this._dynamicTexture == false && this.animations.currentFrame !== null) { + this._sx = this.animations.currentFrame.x; + this._sy = this.animations.currentFrame.y; + if(this.animations.currentFrame.trimmed) { + this._dx += this.animations.currentFrame.spriteSourceSizeX; + this._dy += this.animations.currentFrame.spriteSourceSizeY; + } } + // Apply camera difference + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx -= (camera.worldView.x * this.scrollFactor.x); + this._dy -= (camera.worldView.y * this.scrollFactor.y); + } + // Rotation + 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.rotate(this.angle * (Math.PI / 180)); + this._dx = -(this._dw / 2); + this._dy = -(this._dh / 2); + } + this._sx = Math.round(this._sx); + this._sy = Math.round(this._sy); + this._sw = Math.round(this._sw); + this._sh = Math.round(this._sh); + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + this._dw = Math.round(this._dw); + this._dh = Math.round(this._dh); + // Debug test + //this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)'; + //this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); + if(this._texture != null) { + if(this._dynamicTexture) { + this._game.stage.context.drawImage(this._texture.canvas, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } else { + this._game.stage.context.drawImage(this._texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } + } else { + this._game.stage.context.fillStyle = 'rgb(255,255,255)'; + this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); + } + //if (this.flip === true || this.rotation !== 0) + if(this.rotation !== 0) { + this._game.stage.context.translate(0, 0); + this._game.stage.context.restore(); + } + if(globalAlpha > -1) { + this._game.stage.context.globalAlpha = globalAlpha; + } + return true; + }; + Sprite.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); + this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); + this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); + this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); + }; + return Sprite; + })(Phaser.GameObject); + Phaser.Sprite = Sprite; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Camera = (function () { + /** + * Instantiates a new camera at the specified location, with the specified size and zoom level. + * + * @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param Width The width of the camera display in pixels. + * @param Height The height of the camera display in pixels. + * @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution. + */ + function Camera(game, id, x, y, width, height) { + this._clip = false; + this._rotation = 0; + this._target = null; + this._sx = 0; + this._sy = 0; + this._fxFlashComplete = null; + this._fxFlashDuration = 0; + this._fxFlashAlpha = 0; + this._fxFadeComplete = null; + this._fxFadeDuration = 0; + this._fxFadeAlpha = 0; + this._fxShakeIntensity = 0; + this._fxShakeDuration = 0; + this._fxShakeComplete = null; + this._fxShakeOffset = new Phaser.Point(0, 0); + this._fxShakeDirection = 0; + this._fxShakePrevX = 0; + this._fxShakePrevY = 0; + this.scale = new Phaser.Point(1, 1); + this.scroll = new Phaser.Point(0, 0); + this.bounds = null; + this.deadzone = null; + // Camera Border + this.showBorder = false; + this.borderColor = 'rgb(255,255,255)'; + // Camera Background Color + this.opaque = true; + this._bgColor = 'rgb(0,0,0)'; + this._bgTextureRepeat = 'repeat'; + // Camera Shadow + this.showShadow = false; + this.shadowColor = 'rgb(0,0,0)'; + this.shadowBlur = 10; + this.shadowOffset = new Phaser.Point(4, 4); + this.visible = true; + this.alpha = 1; + // The x/y position of the current input event in world coordinates + this.inputX = 0; + this.inputY = 0; + this._game = game; + this.ID = id; + this._stageX = x; + this._stageY = y; + // The view into the world canvas we wish to render + this.worldView = new Phaser.Rectangle(0, 0, width, height); + this.checkClip(); } - // Apply camera difference - if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { - this._dx -= (camera.worldView.x * this.scrollFactor.x); - this._dy -= (camera.worldView.y * this.scrollFactor.y); - } - // Rotation - if(this.angle !== 0) { + Camera.STYLE_LOCKON = 0; + Camera.STYLE_PLATFORMER = 1; + Camera.STYLE_TOPDOWN = 2; + Camera.STYLE_TOPDOWN_TIGHT = 3; + Camera.SHAKE_BOTH_AXES = 0; + Camera.SHAKE_HORIZONTAL_ONLY = 1; + Camera.SHAKE_VERTICAL_ONLY = 2; + Camera.prototype.flash = /** + * The camera is filled with this color and returns to normal at the given duration. + * + * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. + * @param Duration How long it takes for the flash to fade. + * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. + * @param Force Force an already running flash effect to reset. + */ + function (color, duration, onComplete, force) { + if (typeof color === "undefined") { color = 0xffffff; } + if (typeof duration === "undefined") { duration = 1; } + if (typeof onComplete === "undefined") { onComplete = null; } + if (typeof force === "undefined") { force = false; } + if(force === false && this._fxFlashAlpha > 0) { + // You can't flash again unless you force it + return; + } + if(duration <= 0) { + duration = 1; + } + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ','; + this._fxFlashDuration = duration; + this._fxFlashAlpha = 1; + this._fxFlashComplete = onComplete; + }; + Camera.prototype.fade = /** + * The camera is gradually filled with this color. + * + * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. + * @param Duration How long it takes for the flash to fade. + * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. + * @param Force Force an already running flash effect to reset. + */ + function (color, duration, onComplete, force) { + if (typeof color === "undefined") { color = 0x000000; } + if (typeof duration === "undefined") { duration = 1; } + if (typeof onComplete === "undefined") { onComplete = null; } + if (typeof force === "undefined") { force = false; } + if(force === false && this._fxFadeAlpha > 0) { + // You can't fade again unless you force it + return; + } + if(duration <= 0) { + duration = 1; + } + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ','; + this._fxFadeDuration = duration; + this._fxFadeAlpha = 0.01; + this._fxFadeComplete = onComplete; + }; + Camera.prototype.shake = /** + * A simple screen-shake effect. + * + * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. + * @param Duration The length in seconds that the shaking effect should last. + * @param OnComplete A function you want to run when the shake effect finishes. + * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). + * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). + */ + function (intensity, duration, onComplete, force, direction) { + if (typeof intensity === "undefined") { intensity = 0.05; } + if (typeof duration === "undefined") { duration = 0.5; } + if (typeof onComplete === "undefined") { onComplete = null; } + if (typeof force === "undefined") { force = true; } + if (typeof direction === "undefined") { direction = Camera.SHAKE_BOTH_AXES; } + if(!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) { + return; + } + // If a shake is not already running we need to store the offsets here + if(this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) { + this._fxShakePrevX = this._stageX; + this._fxShakePrevY = this._stageY; + } + this._fxShakeIntensity = intensity; + this._fxShakeDuration = duration; + this._fxShakeComplete = onComplete; + this._fxShakeDirection = direction; + this._fxShakeOffset.setTo(0, 0); + }; + Camera.prototype.stopFX = /** + * Just turns off all the camera effects instantly. + */ + function () { + this._fxFlashAlpha = 0; + this._fxFadeAlpha = 0; + if(this._fxShakeDuration !== 0) { + this._fxShakeDuration = 0; + this._fxShakeOffset.setTo(0, 0); + this._stageX = this._fxShakePrevX; + this._stageY = this._fxShakePrevY; + } + }; + Camera.prototype.follow = function (target, style) { + if (typeof style === "undefined") { style = Camera.STYLE_LOCKON; } + this._target = target; + var helper; + switch(style) { + case Camera.STYLE_PLATFORMER: + var w = this.width / 8; + var h = this.height / 3; + this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); + break; + case Camera.STYLE_TOPDOWN: + helper = Math.max(this.width, this.height) / 4; + this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Camera.STYLE_TOPDOWN_TIGHT: + helper = Math.max(this.width, this.height) / 8; + this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Camera.STYLE_LOCKON: + default: + this.deadzone = null; + break; + } + }; + Camera.prototype.focusOnXY = function (x, y) { + x += (x > 0) ? 0.0000001 : -0.0000001; + y += (y > 0) ? 0.0000001 : -0.0000001; + this.scroll.x = Math.round(x - this.worldView.halfWidth); + this.scroll.y = Math.round(y - this.worldView.halfHeight); + }; + Camera.prototype.focusOn = function (point) { + point.x += (point.x > 0) ? 0.0000001 : -0.0000001; + point.y += (point.y > 0) ? 0.0000001 : -0.0000001; + this.scroll.x = Math.round(point.x - this.worldView.halfWidth); + this.scroll.y = Math.round(point.y - this.worldView.halfHeight); + }; + Camera.prototype.setBounds = /** + * Specify the boundaries of the world or where the camera is allowed to move. + * + * @param X The smallest X value of your world (usually 0). + * @param Y The smallest Y value of your world (usually 0). + * @param Width The largest X value of your world (usually the world width). + * @param Height The largest Y value of your world (usually the world height). + * @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false). + */ + function (X, Y, Width, Height, UpdateWorld) { + if (typeof X === "undefined") { X = 0; } + if (typeof Y === "undefined") { Y = 0; } + if (typeof Width === "undefined") { Width = 0; } + if (typeof Height === "undefined") { Height = 0; } + if (typeof UpdateWorld === "undefined") { UpdateWorld = false; } + if(this.bounds == null) { + this.bounds = new Phaser.Rectangle(); + } + this.bounds.setTo(X, Y, Width, Height); + //if(UpdateWorld) + // FlxG.worldBounds.copyFrom(bounds); + this.update(); + }; + Camera.prototype.update = function () { + if(this._target !== null) { + if(this.deadzone == null) { + this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y); + } else { + var edge; + var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); + var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); + edge = targetX - this.deadzone.x; + if(this.scroll.x > edge) { + this.scroll.x = edge; + } + edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; + if(this.scroll.x < edge) { + this.scroll.x = edge; + } + edge = targetY - this.deadzone.y; + if(this.scroll.y > edge) { + this.scroll.y = edge; + } + edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; + if(this.scroll.y < edge) { + this.scroll.y = edge; + } + } + } + // Make sure we didn't go outside the camera's bounds + if(this.bounds !== null) { + if(this.scroll.x < this.bounds.left) { + this.scroll.x = this.bounds.left; + } + if(this.scroll.x > this.bounds.right - this.width) { + this.scroll.x = this.bounds.right - this.width; + } + if(this.scroll.y < this.bounds.top) { + this.scroll.y = this.bounds.top; + } + if(this.scroll.y > this.bounds.bottom - this.height) { + this.scroll.y = this.bounds.bottom - this.height; + } + } + this.worldView.x = this.scroll.x; + this.worldView.y = this.scroll.y; + // Input values + this.inputX = this.worldView.x + this._game.input.x; + this.inputY = this.worldView.y + this._game.input.y; + // Update the Flash effect + if(this._fxFlashAlpha > 0) { + this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration; + this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2); + if(this._fxFlashAlpha <= 0) { + this._fxFlashAlpha = 0; + if(this._fxFlashComplete !== null) { + this._fxFlashComplete(); + } + } + } + // Update the Fade effect + if(this._fxFadeAlpha > 0) { + this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration; + this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2); + if(this._fxFadeAlpha >= 1) { + this._fxFadeAlpha = 1; + if(this._fxFadeComplete !== null) { + this._fxFadeComplete(); + } + } + } + // Update the "shake" special effect + if(this._fxShakeDuration > 0) { + this._fxShakeDuration -= this._game.time.elapsed; + this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2); + if(this._fxShakeDuration <= 0) { + this._fxShakeDuration = 0; + this._fxShakeOffset.setTo(0, 0); + this._stageX = this._fxShakePrevX; + this._stageY = this._fxShakePrevY; + if(this._fxShakeComplete != null) { + this._fxShakeComplete(); + } + } else { + if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY)) { + //this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom; + this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width); + } + if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY)) { + //this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom; + this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height); + } + } + } + }; + Camera.prototype.render = function () { + if(this.visible === false && this.alpha < 0.1) { + return; + } + if((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) { + //this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x; + //this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y; + this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x; + this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y; + //console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y); + } + //if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) + //{ + //this._game.stage.context.save(); + //} + // It may be safe/quicker to just save the context every frame regardless this._game.stage.context.save(); - 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); + if(this.alpha !== 1) { + this._game.stage.context.globalAlpha = this.alpha; + } + this._sx = this._stageX; + this._sy = this._stageY; + // Shadow + if(this.showShadow) { + this._game.stage.context.shadowColor = this.shadowColor; + this._game.stage.context.shadowBlur = this.shadowBlur; + this._game.stage.context.shadowOffsetX = this.shadowOffset.x; + this._game.stage.context.shadowOffsetY = this.shadowOffset.y; + } + // Scale on + if(this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.scale(this.scale.x, this.scale.y); + this._sx = this._sx / this.scale.x; + this._sy = this._sy / this.scale.y; + } + // Rotation - translate to the mid-point of the camera + if(this._rotation !== 0) { + this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); + this._game.stage.context.rotate(this._rotation * (Math.PI / 180)); + // now shift back to where that should actually render + this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); + } + // Background + if(this.opaque == true) { + if(this._bgTexture) { + this._game.stage.context.fillStyle = this._bgTexture; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } else { + this._game.stage.context.fillStyle = this._bgColor; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + } + // Shadow off + if(this.showShadow) { + this._game.stage.context.shadowBlur = 0; + this._game.stage.context.shadowOffsetX = 0; + this._game.stage.context.shadowOffsetY = 0; + } + // Clip the camera so we don't get sprites appearing outside the edges + if(this._clip) { + this._game.stage.context.beginPath(); + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.closePath(); + this._game.stage.context.clip(); + } + //this.totalSpritesRendered = this._game.world.renderSpritesInCamera(this.worldView, sx, sy); + //this._game.world.group.render(this.worldView, this.worldView.x, this.worldView.y, sx, sy); + this._game.world.group.render(this, this._sx, this._sy); + if(this.showBorder) { + this._game.stage.context.strokeStyle = this.borderColor; + this._game.stage.context.lineWidth = 1; + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.stroke(); + } + // "Flash" FX + if(this._fxFlashAlpha > 0) { + this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')'; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + // "Fade" FX + if(this._fxFadeAlpha > 0) { + this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')'; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + // Scale off + if(this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.scale(1, 1); + } + if(this._rotation !== 0 || this._clip) { + this._game.stage.context.translate(0, 0); + //this._game.stage.context.restore(); + } + // maybe just do this every frame regardless? + this._game.stage.context.restore(); + if(this.alpha !== 1) { + this._game.stage.context.globalAlpha = 1; + } + }; + Object.defineProperty(Camera.prototype, "backgroundColor", { + get: function () { + return this._bgColor; + }, + set: function (color) { + this._bgColor = color; + }, + enumerable: true, + configurable: true + }); + Camera.prototype.setTexture = function (key, repeat) { + if (typeof repeat === "undefined") { repeat = 'repeat'; } + this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); + this._bgTextureRepeat = repeat; + }; + Camera.prototype.setPosition = function (x, y) { + this._stageX = x; + this._stageY = y; + this.checkClip(); + }; + Camera.prototype.setSize = function (width, height) { + this.worldView.width = width; + this.worldView.height = height; + this.checkClip(); + }; + Camera.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); + this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); + if(this.bounds) { + this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); + } + }; + Object.defineProperty(Camera.prototype, "x", { + get: function () { + return this._stageX; + }, + set: function (value) { + this._stageX = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "y", { + get: function () { + return this._stageY; + }, + set: function (value) { + this._stageY = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "width", { + get: function () { + return this.worldView.width; + }, + set: function (value) { + this.worldView.width = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "height", { + get: function () { + return this.worldView.height; + }, + set: function (value) { + this.worldView.height = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "rotation", { + get: function () { + return this._rotation; + }, + set: function (value) { + this._rotation = this._game.math.wrap(value, 360, 0); + }, + enumerable: true, + configurable: true + }); + Camera.prototype.checkClip = function () { + if(this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) { + this._clip = true; + } else { + this._clip = false; + } + }; + return Camera; + })(); + Phaser.Camera = Camera; +})(Phaser || (Phaser = {})); +/// +/// +// TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct +// TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Cameras = (function () { + function Cameras(game, x, y, width, height) { + this._game = game; + this._cameras = []; + this.current = this.addCamera(x, y, width, height); } - this._sx = Math.round(this._sx); - this._sy = Math.round(this._sy); - this._sw = Math.round(this._sw); - this._sh = Math.round(this._sh); - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); - // Debug test - //this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)'; - //this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); - if(this._texture != null) { - if(this._dynamicTexture) { - this._game.stage.context.drawImage(this._texture.canvas, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) + Cameras.prototype.getAll = function () { + return this._cameras; + }; + Cameras.prototype.update = function () { + this._cameras.forEach(function (camera) { + return camera.update(); + }); + }; + Cameras.prototype.render = function () { + this._cameras.forEach(function (camera) { + return camera.render(); + }); + }; + Cameras.prototype.addCamera = function (x, y, width, height) { + var newCam = new Phaser.Camera(this._game, this._cameras.length, x, y, width, height); + this._cameras.push(newCam); + return newCam; + }; + Cameras.prototype.removeCamera = function (id) { + if(this._cameras[id]) { + if(this.current === this._cameras[id]) { + this.current = null; + } + this._cameras.splice(id, 1); + return true; + } else { + return false; + } + }; + Cameras.prototype.destroy = function () { + this._cameras.length = 0; + this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); + }; + return Cameras; + })(); + Phaser.Cameras = Cameras; +})(Phaser || (Phaser = {})); +/// +/** +* Point +* +* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. +* +* @version 1.2 - 27th February 2013 +* @author Richard Davey +* @todo polar, interpolate +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Point = (function () { + /** + * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). + * @class Point + * @constructor + * @param {Number} x One-liner. Default is ?. + * @param {Number} y One-liner. Default is ?. + **/ + function Point(x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + this.setTo(x, y); + } + Point.prototype.add = /** + * Adds the coordinates of another point to the coordinates of this point to create a new point. + * @method add + * @param {Point} point - The point to be added. + * @return {Point} The new Point object. + **/ + function (toAdd, output) { + if (typeof output === "undefined") { output = new Point(); } + return output.setTo(this.x + toAdd.x, this.y + toAdd.y); + }; + Point.prototype.addTo = /** + * Adds the given values to the coordinates of this point and returns it + * @method addTo + * @param {Number} x - The amount to add to the x value of the point + * @param {Number} y - The amount to add to the x value of the point + * @return {Point} This Point object. + **/ + function (x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + return this.setTo(this.x + x, this.y + y); + }; + Point.prototype.subtractFrom = /** + * Adds the given values to the coordinates of this point and returns it + * @method addTo + * @param {Number} x - The amount to add to the x value of the point + * @param {Number} y - The amount to add to the x value of the point + * @return {Point} This Point object. + **/ + function (x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + return this.setTo(this.x - x, this.y - y); + }; + Point.prototype.invert = /** + * Inverts the x and y values of this point + * @method invert + * @return {Point} This Point object. + **/ + function () { + return this.setTo(this.y, this.x); + }; + Point.prototype.clamp = /** + * Clamps this Point object to be between the given min and max + * @method clamp + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function (min, max) { + this.clampX(min, max); + this.clampY(min, max); + return this; + }; + Point.prototype.clampX = /** + * Clamps the x value of this Point object to be between the given min and max + * @method clampX + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function (min, max) { + this.x = Math.max(Math.min(this.x, max), min); + return this; + }; + Point.prototype.clampY = /** + * Clamps the y value of this Point object to be between the given min and max + * @method clampY + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function (min, max) { + this.x = Math.max(Math.min(this.x, max), min); + this.y = Math.max(Math.min(this.y, max), min); + return this; + }; + Point.prototype.clone = /** + * Creates a copy of this Point. + * @method clone + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + function (output) { + if (typeof output === "undefined") { output = new Point(); } + return output.setTo(this.x, this.y); + }; + Point.prototype.copyFrom = /** + * Copies the point data from the source Point object into this Point object. + * @method copyFrom + * @param {Point} source - The point to copy from. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + function (source) { + return this.setTo(source.x, source.y); + }; + Point.prototype.copyTo = /** + * Copies the point data from this Point object to the given target Point object. + * @method copyTo + * @param {Point} target - The point to copy to. + * @return {Point} The target Point object. + **/ + function (target) { + return target.setTo(this.x, this.y); + }; + Point.prototype.distanceTo = /** + * Returns the distance from this Point object to the given Point object. + * @method distanceFrom + * @param {Point} target - The destination Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + function (target, round) { + if (typeof round === "undefined") { round = false; } + var dx = this.x - target.x; + var dy = this.y - target.y; + if(round === true) { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } else { + return Math.sqrt(dx * dx + dy * dy); + } + }; + Point.distanceBetween = /** + * Returns the distance between the two Point objects. + * @method distanceBetween + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between the two Point objects. + **/ + function distanceBetween(pointA, pointB, round) { + if (typeof round === "undefined") { round = false; } + var dx = pointA.x - pointB.x; + var dy = pointA.y - pointB.y; + if(round === true) { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } else { + return Math.sqrt(dx * dx + dy * dy); + } + }; + Point.prototype.distanceCompare = /** + * Returns true if the distance between this point and a target point is greater than or equal a specified distance. + * This avoids using a costly square root operation + * @method distanceCompare + * @param {Point} target - The Point object to use for comparison. + * @param {Number} distance - The distance to use for comparison. + * @return {Boolena} True if distance is >= specified distance. + **/ + function (target, distance) { + if(this.distanceTo(target) >= distance) { + return true; + } else { + return false; + } + }; + Point.prototype.equals = /** + * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. + * @method equals + * @param {Point} point - The point to compare against. + * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. + **/ + function (toCompare) { + if(this.x === toCompare.x && this.y === toCompare.y) { + return true; + } else { + return false; + } + }; + Point.prototype.interpolate = /** + * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. + * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). + * @method interpolate + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. + * @return {Point} The new interpolated Point object. + **/ + function (pointA, pointB, f) { + }; + Point.prototype.offset = /** + * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. + * The value of dy is added to the original value of y to create the new y value. + * @method offset + * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. + * @param {Number} dy - The amount by which to offset the vertical coordinate, y. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + function (dx, dy) { + this.x += dx; + this.y += dy; + return this; + }; + Point.prototype.polar = /** + * Converts a pair of polar coordinates to a Cartesian point coordinate. + * @method polar + * @param {Number} length - The length coordinate of the polar pair. + * @param {Number} angle - The angle, in radians, of the polar pair. + * @return {Point} The new Cartesian Point object. + **/ + function (length, angle) { + }; + Point.prototype.setTo = /** + * Sets the x and y values of this Point object to the given coordinates. + * @method set + * @param {Number} x - The horizontal position of this point. + * @param {Number} y - The vertical position of this point. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + function (x, y) { + this.x = x; + this.y = y; + return this; + }; + Point.prototype.subtract = /** + * Subtracts the coordinates of another point from the coordinates of this point to create a new point. + * @method subtract + * @param {Point} point - The point to be subtracted. + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + function (point, output) { + if (typeof output === "undefined") { output = new Point(); } + return output.setTo(this.x - point.x, this.y - point.y); + }; + Point.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; + }; + return Point; + })(); + Phaser.Point = Point; +})(Phaser || (Phaser = {})); +/// +/** +* Rectangle +* +* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. +* +* @version 1.2 - 15th October 2012 +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Rectangle = (function () { + /** + * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + function Rectangle(x, y, width, height) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + /** + * The x coordinate of the top-left corner of the rectangle + * @property x + * @type Number + **/ + this.x = 0; + /** + * The y coordinate of the top-left corner of the rectangle + * @property y + * @type Number + **/ + this.y = 0; + /** + * The width of the rectangle in pixels + * @property width + * @type Number + **/ + this.width = 0; + /** + * The height of the rectangle in pixels + * @property height + * @type Number + **/ + this.height = 0; + this.setTo(x, y, width, height); + } + Object.defineProperty(Rectangle.prototype, "halfWidth", { + get: function () { + return Math.round(this.width / 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "halfHeight", { + get: function () { + return Math.round(this.height / 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottom", { + get: /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @return {Number} + **/ + function () { + return this.y + this.height; + }, + set: /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @param {Number} value + **/ + function (value) { + if(value < this.y) { + this.height = 0; + } else { + this.height = this.y + value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottomRight", { + get: /** + * Returns a Point containing the location of the Rectangle's bottom-right corner, determined by the values of the right and bottom properties. + * @method bottomRight + * @return {Point} + **/ + function () { + return new Phaser.Point(this.right, this.bottom); + }, + set: /** + * Sets the bottom-right corner of this Rectangle, determined by the values of the given Point object. + * @method bottomRight + * @param {Point} value + **/ + function (value) { + this.right = value.x; + this.bottom = value.y; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "left", { + get: /** + * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @ return {number} + **/ + function () { + return this.x; + }, + set: /** + * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @param {Number} value + **/ + function (value) { + var diff = this.x - value; + if(this.width + diff < 0) { + this.width = 0; + this.x = value; + } else { + this.width += diff; + this.x = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "right", { + get: /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. + * @method right + * @return {Number} + **/ + function () { + return this.x + this.width; + }, + set: /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. + * @method right + * @param {Number} value + **/ + function (value) { + if(value < this.x) { + this.width = 0; + return this.x; + } else { + this.width = (value - this.x); + } + }, + enumerable: true, + configurable: true + }); + Rectangle.prototype.size = /** + * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. + * @method size + * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. + * @return {Point} The size of the Rectangle object + **/ + function (output) { + if (typeof output === "undefined") { output = new Phaser.Point(); } + return output.setTo(this.width, this.height); + }; + Object.defineProperty(Rectangle.prototype, "volume", { + get: /** + * The volume of the Rectangle object in pixels, derived from width * height + * @method volume + * @return {Number} + **/ + function () { + return this.width * this.height; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "perimeter", { + get: /** + * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. + * @method perimeter + * @return {Number} + **/ + function () { + return (this.width * 2) + (this.height * 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "top", { + get: /** + * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @return {Number} + **/ + function () { + return this.y; + }, + set: /** + * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @param {Number} value + **/ + function (value) { + var diff = this.y - value; + if(this.height + diff < 0) { + this.height = 0; + this.y = value; + } else { + this.height += diff; + this.y = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "topLeft", { + get: /** + * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. + * @method topLeft + * @return {Point} + **/ + function () { + return new Phaser.Point(this.x, this.y); + }, + set: /** + * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. + * @method topLeft + * @param {Point} value + **/ + function (value) { + this.x = value.x; + this.y = value.y; + }, + enumerable: true, + configurable: true + }); + Rectangle.prototype.clone = /** + * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. + * @method clone + * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} + **/ + function (output) { + if (typeof output === "undefined") { output = new Rectangle(); } + return output.setTo(this.x, this.y, this.width, this.height); + }; + Rectangle.prototype.contains = /** + * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. + * @method contains + * @param {Number} x The x coordinate of the point to test. + * @param {Number} y The y coordinate of the point to test. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function (x, y) { + if(x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) { + return true; + } + return false; + }; + Rectangle.prototype.containsPoint = /** + * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. + * @method containsPoint + * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function (point) { + return this.contains(point.x, point.y); + }; + Rectangle.prototype.containsRect = /** + * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. + * @method containsRect + * @param {Rectangle} rect The rectangle object being checked. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function (rect) { + // If the given rect has a larger volume than this one then it can never contain it + if(rect.volume > this.volume) { + return false; + } + if(rect.x >= this.x && rect.y >= this.y && rect.right <= this.right && rect.bottom <= this.bottom) { + return true; + } + return false; + }; + Rectangle.prototype.copyFrom = /** + * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. + * @method copyFrom + * @param {Rectangle} rect The source rectangle object to copy from + * @return {Rectangle} This rectangle object + **/ + function (source) { + return this.setTo(source.x, source.y, source.width, source.height); + }; + Rectangle.prototype.copyTo = /** + * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. + * @method copyTo + * @param {Rectangle} rect The destination rectangle object to copy in to + * @return {Rectangle} The destination rectangle object + **/ + function (target) { + return target.copyFrom(this); + }; + Rectangle.prototype.equals = /** + * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. + * @method equals + * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. + **/ + function (toCompare) { + if(this.x === toCompare.x && this.y === toCompare.y && this.width === toCompare.width && this.height === toCompare.height) { + return true; + } + return false; + }; + Rectangle.prototype.inflate = /** + * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. + * @method inflate + * @param {Number} dx The amount to be added to the left side of this Rectangle. + * @param {Number} dy The amount to be added to the bottom side of this Rectangle. + * @return {Rectangle} This Rectangle object. + **/ + function (dx, dy) { + if(!isNaN(dx) && !isNaN(dy)) { + this.x -= dx; + this.width += 2 * dx; + this.y -= dy; + this.height += 2 * dy; + } + return this; + }; + Rectangle.prototype.inflatePoint = /** + * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. + * @method inflatePoint + * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + function (point) { + return this.inflate(point.x, point.y); + }; + Rectangle.prototype.intersection = /** + * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. + * @method intersection + * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. + **/ + function (toIntersect, output) { + if (typeof output === "undefined") { output = new Rectangle(); } + if(this.intersects(toIntersect) === true) { + output.x = Math.max(toIntersect.x, this.x); + output.y = Math.max(toIntersect.y, this.y); + output.width = Math.min(toIntersect.right, this.right) - output.x; + output.height = Math.min(toIntersect.bottom, this.bottom) - output.y; + } + return output; + }; + Rectangle.prototype.intersects = /** + * Determines whether the object specified in the toIntersect parameter intersects with this Rectangle object. This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. + * @method intersects + * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. + * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. + **/ + function (toIntersect) { + if(toIntersect.x >= this.right) { + return false; + } + if(toIntersect.right <= this.x) { + return false; + } + if(toIntersect.bottom <= this.y) { + return false; + } + if(toIntersect.y >= this.bottom) { + return false; + } + return true; + }; + Rectangle.prototype.overlap = /** + * Checks for overlaps between this Rectangle and the given Rectangle. Returns an object with boolean values for each check. + * @method overlap + * @return {Boolean} true if the rectangles overlap, otherwise false + **/ + function (rect) { + return (rect.x + rect.width > this.x) && (rect.x < this.x + this.width) && (rect.y + rect.height > this.y) && (rect.y < this.y + this.height); + }; + Object.defineProperty(Rectangle.prototype, "isEmpty", { + get: /** + * Determines whether or not this Rectangle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. + **/ + function () { + if(this.width < 1 || this.height < 1) { + return true; + } + return false; + }, + enumerable: true, + configurable: true + }); + Rectangle.prototype.offset = /** + * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Rectangle object by this amount. + * @param {Number} dy Moves the y value of the Rectangle object by this amount. + * @return {Rectangle} This Rectangle object. + **/ + function (dx, dy) { + if(!isNaN(dx) && !isNaN(dy)) { + this.x += dx; + this.y += dy; + } + return this; + }; + Rectangle.prototype.offsetPoint = /** + * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + function (point) { + return this.offset(point.x, point.y); + }; + Rectangle.prototype.setEmpty = /** + * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. + * @method setEmpty + * @return {Rectangle} This rectangle object + **/ + function () { + return this.setTo(0, 0, 0, 0); + }; + Rectangle.prototype.setTo = /** + * Sets the members of Rectangle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + function (x, y, width, height) { + if(!isNaN(x) && !isNaN(y) && !isNaN(width) && !isNaN(height)) { + this.x = x; + this.y = y; + if(width > 0) { + this.width = width; + } + if(height > 0) { + this.height = height; + } + } + return this; + }; + Rectangle.prototype.union = /** + * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. + * @method union + * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that is the union of the two rectangles. + **/ + function (toUnion, output) { + if (typeof output === "undefined") { output = new Rectangle(); } + return output.setTo(Math.min(toUnion.x, this.x), Math.min(toUnion.y, this.y), Math.max(toUnion.right, this.right), Math.max(toUnion.bottom, this.bottom)); + }; + Rectangle.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; + }; + return Rectangle; + })(); + Phaser.Rectangle = Rectangle; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Geom - Circle +* +* @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. +* +* @version 1.1 - 11th October 2012 +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var Circle = (function () { + /** + * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. + * @class Circle + * @constructor + * @param {Number} x The x coordinate of the center of the circle. + * @param {Number} y The y coordinate of the center of the circle. + * @return {Circle} This circle object + **/ + function Circle(x, y, diameter) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof diameter === "undefined") { diameter = 0; } + this._diameter = 0; + this._radius = 0; + /** + * The x coordinate of the center of the circle + * @property x + * @type Number + **/ + this.x = 0; + /** + * The y coordinate of the center of the circle + * @property y + * @type Number + **/ + this.y = 0; + this.setTo(x, y, diameter); + } + Object.defineProperty(Circle.prototype, "diameter", { + get: /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @return {Number} + **/ + function () { + return this._diameter; + }, + set: /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @param {Number} The diameter of the circle. + **/ + function (value) { + if(value > 0) { + this._diameter = value; + this._radius = value * 0.5; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "radius", { + get: /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @return {Number} + **/ + function () { + return this._radius; + }, + set: /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @param {Number} The radius of the circle. + **/ + function (value) { + if(value > 0) { + this._radius = value; + this._diameter = value * 2; + } + }, + enumerable: true, + configurable: true + }); + Circle.prototype.circumference = /** + * The circumference of the circle. + * @method circumference + * @return {Number} + **/ + function () { + return 2 * (Math.PI * this._radius); + }; + Object.defineProperty(Circle.prototype, "bottom", { + get: /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + function () { + return this.y + this._radius; + }, + set: /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The value to adjust the height of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value < this.y) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = value - this.y; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "left", { + get: /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @return {Number} The x coordinate of the leftmost point of the circle. + **/ + function () { + return this.x - this._radius; + }, + set: /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @param {Number} The value to adjust the position of the leftmost point of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value < this.x) { + this.radius = this.x - value; + } else { + this._radius = 0; + this._diameter = 0; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "right", { + get: /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @return {Number} + **/ + function () { + return this.x + this._radius; + }, + set: /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @param {Number} The amount to adjust the diameter of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value > this.x) { + this.radius = value - this.x; + } else { + this._radius = 0; + this._diameter = 0; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "top", { + get: /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + function () { + return this.y - this._radius; + }, + set: /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The amount to adjust the height of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value > this.y) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = this.y - value; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "area", { + get: /** + * Gets the area of this Circle. + * @method area + * @return {Number} This area of this circle. + **/ + function () { + if(this._radius > 0) { + return Math.PI * this._radius * this._radius; + } else { + return 0; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "isEmpty", { + get: /** + * Determines whether or not this Circle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. + **/ + function () { + if(this._diameter < 1) { + return true; + } + return false; + }, + enumerable: true, + configurable: true + }); + Circle.prototype.intersectCircleLine = /** + * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. + * If you need details about the intersection then use Collision.lineToCircle instead. + * @method intersectCircleLine + * @param {Object} the line object to check. + * @return {Boolean} + **/ + function (line) { + return Phaser.Collision.lineToCircle(line, this).result; + }; + Circle.prototype.clone = /** + * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. + * @method clone + * @param {Circle} output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. + * @return {Phaser.Circle} + **/ + function (output) { + if (typeof output === "undefined") { output = new Circle(); } + return output.setTo(this.x, this.y, this._diameter); + }; + Circle.prototype.contains = /** + * Return true if the given x/y coordinates are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method contains + * @param {Number} The X value of the coordinate to test. + * @param {Number} The Y value of the coordinate to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function (x, y) { + return Phaser.Collision.circleContainsPoint(this, { + x: x, + y: y + }).result; + }; + Circle.prototype.containsPoint = /** + * Return true if the coordinates of the given Point object are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method containsPoint + * @param {Phaser.Point} The Point object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function (point) { + return Phaser.Collision.circleContainsPoint(this, point).result; + }; + Circle.prototype.containsCircle = /** + * Return true if the given Circle is contained entirely within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. + * @method containsCircle + * @param {Phaser.Circle} The Circle object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function (circle) { + return Phaser.Collision.circleToCircle(this, circle).result; + }; + Circle.prototype.copyFrom = /** + * Copies all of circle data from the source Circle object into the calling Circle object. + * @method copyFrom + * @param {Circle} rect The source circle object to copy from + * @return {Circle} This circle object + **/ + function (source) { + return this.setTo(source.x, source.y, source.diameter); + }; + Circle.prototype.copyTo = /** + * Copies all of circle data from this Circle object into the destination Circle object. + * @method copyTo + * @param {Circle} circle The destination circle object to copy in to + * @return {Circle} The destination circle object + **/ + function (target) { + return target.copyFrom(this); + }; + Circle.prototype.distanceTo = /** + * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) + * @method distanceFrom + * @param {Circle/Point} target - The destination Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + function (target, round) { + if (typeof round === "undefined") { round = false; } + var dx = this.x - target.x; + var dy = this.y - target.y; + if(round === true) { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } else { + return Math.sqrt(dx * dx + dy * dy); + } + }; + Circle.prototype.equals = /** + * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. + * @method equals + * @param {Circle} toCompare The circle to compare to this Circle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. + **/ + function (toCompare) { + if(this.x === toCompare.x && this.y === toCompare.y && this.diameter === toCompare.diameter) { + return true; + } + return false; + }; + Circle.prototype.intersects = /** + * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. + * @method intersects + * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. + * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. + **/ + function (toIntersect) { + if(this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) { + return true; + } + return false; + }; + Circle.prototype.circumferencePoint = /** + * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. + * @method circumferencePoint + * @param {Number} The angle in radians (unless asDegrees is true) to return the point from. + * @param {Boolean} Is the given angle in radians (false) or degrees (true)? + * @param {Phaser.Point} An optional Point object to put the result in to. If none specified a new Point object will be created. + * @return {Phaser.Point} The Point object holding the result. + **/ + function (angle, asDegrees, output) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + if (typeof output === "undefined") { output = new Phaser.Point(); } + if(asDegrees === true) { + angle = angle * Phaser.GameMath.DEG_TO_RAD; + } + output.x = this.x + this._radius * Math.cos(angle); + output.y = this.y + this._radius * Math.sin(angle); + return output; + }; + Circle.prototype.offset = /** + * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Circle object by this amount. + * @param {Number} dy Moves the y value of the Circle object by this amount. + * @return {Circle} This Circle object. + **/ + function (dx, dy) { + if(!isNaN(dx) && !isNaN(dy)) { + this.x += dx; + this.y += dy; + } + return this; + }; + Circle.prototype.offsetPoint = /** + * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Circle object. + * @return {Circle} This Circle object. + **/ + function (point) { + return this.offset(point.x, point.y); + }; + Circle.prototype.setTo = /** + * Sets the members of Circle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the center of the circle. + * @param {Number} y The y coordinate of the center of the circle. + * @param {Number} diameter The diameter of the circle in pixels. + * @return {Circle} This circle object + **/ + function (x, y, diameter) { + this.x = x; + this.y = y; + this._diameter = diameter; + this._radius = diameter * 0.5; + return this; + }; + Circle.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; + }; + return Circle; + })(); + Phaser.Circle = Circle; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Geom - Line +* +* @desc A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment. +* +* @version 1.0 - 11th October 2012 +* @author Ross Kettle +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var Line = (function () { + /** + * + * @constructor + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} This Object + */ + function Line(x1, y1, x2, y2) { + if (typeof x1 === "undefined") { x1 = 0; } + if (typeof y1 === "undefined") { y1 = 0; } + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + /** + * + * @property x1 + * @type Number + */ + this.x1 = 0; + /** + * + * @property y1 + * @type Number + */ + this.y1 = 0; + /** + * + * @property x2 + * @type Number + */ + this.x2 = 0; + /** + * + * @property y2 + * @type Number + */ + this.y2 = 0; + this.setTo(x1, y1, x2, y2); + } + Line.prototype.clone = /** + * + * @method clone + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + function (output) { + if (typeof output === "undefined") { output = new Line(); } + return output.setTo(this.x1, this.y1, this.x2, this.y2); + }; + Line.prototype.copyFrom = /** + * + * @method copyFrom + * @param {Phaser.Line} source + * @return {Phaser.Line} + */ + function (source) { + return this.setTo(source.x1, source.y1, source.x2, source.y2); + }; + Line.prototype.copyTo = /** + * + * @method copyTo + * @param {Phaser.Line} target + * @return {Phaser.Line} + */ + function (target) { + return target.copyFrom(this); + }; + Line.prototype.setTo = /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} + */ + function (x1, y1, x2, y2) { + if (typeof x1 === "undefined") { x1 = 0; } + if (typeof y1 === "undefined") { y1 = 0; } + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + return this; + }; + Object.defineProperty(Line.prototype, "width", { + get: function () { + return Math.max(this.x1, this.x2) - Math.min(this.x1, this.x2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "height", { + get: function () { + return Math.max(this.y1, this.y2) - Math.min(this.y1, this.y2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "length", { + get: /** + * + * @method length + * @return {Number} + */ + function () { + return Math.sqrt((this.x2 - this.x1) * (this.x2 - this.x1) + (this.y2 - this.y1) * (this.y2 - this.y1)); + }, + enumerable: true, + configurable: true + }); + Line.prototype.getY = /** + * + * @method getY + * @param {Number} x + * @return {Number} + */ + function (x) { + return this.slope * x + this.yIntercept; + }; + Object.defineProperty(Line.prototype, "angle", { + get: /** + * + * @method angle + * @return {Number} + */ + function () { + return Math.atan2(this.x2 - this.x1, this.y2 - this.y1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "slope", { + get: /** + * + * @method slope + * @return {Number} + */ + function () { + return (this.y2 - this.y1) / (this.x2 - this.x1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "perpSlope", { + get: /** + * + * @method perpSlope + * @return {Number} + */ + function () { + return -((this.x2 - this.x1) / (this.y2 - this.y1)); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "yIntercept", { + get: /** + * + * @method yIntercept + * @return {Number} + */ + function () { + return (this.y1 - this.slope * this.x1); + }, + enumerable: true, + configurable: true + }); + Line.prototype.isPointOnLine = /** + * + * @method isPointOnLine + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + function (x, y) { + if((x - this.x1) * (this.y2 - this.y1) === (this.x2 - this.x1) * (y - this.y1)) { + return true; + } else { + return false; + } + }; + Line.prototype.isPointOnLineSegment = /** + * + * @method isPointOnLineSegment + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + function (x, y) { + var xMin = Math.min(this.x1, this.x2); + var xMax = Math.max(this.x1, this.x2); + var yMin = Math.min(this.y1, this.y2); + var yMax = Math.max(this.y1, this.y2); + if(this.isPointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)) { + return true; + } else { + return false; + } + }; + Line.prototype.intersectLineLine = /** + * + * @method intersectLineLine + * @param {Any} line + * @return {Any} + */ + function (line) { + //return Phaser.intersectLineLine(this,line); + }; + Line.prototype.perp = /** + * + * @method perp + * @param {Number} x + * @param {Number} y + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + function (x, y, output) { + if(this.y1 === this.y2) { + if(output) { + output.setTo(x, y, x, this.y1); + } else { + return new Line(x, y, x, this.y1); + } + } + var yInt = (y - this.perpSlope * x); + var pt = this.intersectLineLine({ + x1: x, + y1: y, + x2: 0, + y2: yInt + }); + if(output) { + output.setTo(x, y, pt.x, pt.y); + } else { + return new Line(x, y, pt.x, pt.y); + } + }; + Line.prototype.toString = /* + intersectLineCircle (circle:Circle) + { + var perp = this.perp() + return Phaser.intersectLineCircle(this,circle); + + } + */ + /** + * + * @method toString + * @return {String} + */ + function () { + return "[{Line (x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " y2=" + this.y2 + ")}]"; + }; + return Line; + })(); + Phaser.Line = Line; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Geom - IntersectResult +* +* @desc A light-weight result object to hold the results of an intersection +* +* @version 1.0 - 15th October 2012 +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var IntersectResult = (function () { + function IntersectResult() { + /** + * Did they intersect or not? + * @property result + * @type Boolean + */ + this.result = false; + } + IntersectResult.prototype.setTo = /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} [x2] + * @param {Number} [y2] + * @param {Number} [width] + * @param {Number} [height] + */ + function (x1, y1, x2, y2, width, height) { + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + this.x = x1; + this.y = y1; + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + this.width = width; + this.height = height; + }; + return IntersectResult; + })(); + Phaser.IntersectResult = IntersectResult; +})(Phaser || (Phaser = {})); +/// +/** +* A miniature linked list class. +* Useful for optimizing time-critical or highly repetitive tasks! +* See QuadTree for how to use it, IF YOU DARE. +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var LinkedList = (function () { + /** + * Creates a new link, and sets object and next to null. + */ + function LinkedList() { + this.object = null; + this.next = null; + } + LinkedList.prototype.destroy = /** + * Clean up memory. + */ + function () { + this.object = null; + if(this.next != null) { + this.next.destroy(); + } + this.next = null; + }; + return LinkedList; + })(); + Phaser.LinkedList = LinkedList; +})(Phaser || (Phaser = {})); +/// +/// +/** +* A fairly generic quad tree structure for rapid overlap checks. +* QuadTree is also configured for single or dual list operation. +* You can add items either to its A list or its B list. +* When you do an overlap check, you can compare the A list to itself, +* or the A list against the B list. Handy for different things! +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var QuadTree = (function (_super) { + __extends(QuadTree, _super); + /** + * Instantiate a new Quad Tree node. + * + * @param X The X-coordinate of the point in space. + * @param Y The Y-coordinate of the point in space. + * @param Width Desired width of this node. + * @param Height Desired height of this node. + * @param Parent The parent branch or node. Pass null to create a root. + */ + function QuadTree(X, Y, Width, Height, Parent) { + if (typeof Parent === "undefined") { Parent = null; } + _super.call(this, X, Y, Width, Height); + //console.log('-------- QuadTree',X,Y,Width,Height); + this._headA = this._tailA = new Phaser.LinkedList(); + this._headB = this._tailB = new Phaser.LinkedList(); + //Copy the parent's children (if there are any) + if(Parent != null) { + //console.log('Parent not null'); + var iterator; + var ot; + if(Parent._headA.object != null) { + iterator = Parent._headA; + //console.log('iterator set to parent headA'); + while(iterator != null) { + if(this._tailA.object != null) { + ot = this._tailA; + this._tailA = new Phaser.LinkedList(); + ot.next = this._tailA; + } + this._tailA.object = iterator.object; + iterator = iterator.next; + } + } + if(Parent._headB.object != null) { + iterator = Parent._headB; + //console.log('iterator set to parent headB'); + while(iterator != null) { + if(this._tailB.object != null) { + ot = this._tailB; + this._tailB = new Phaser.LinkedList(); + ot.next = this._tailB; + } + this._tailB.object = iterator.object; + iterator = iterator.next; + } + } + } else { + QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); + } + this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); + //console.log('canSubdivided', this._canSubdivide); + //Set up comparison/sort helpers + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + this._leftEdge = this.x; + this._rightEdge = this.x + this.width; + this._halfWidth = this.width / 2; + this._midpointX = this._leftEdge + this._halfWidth; + this._topEdge = this.y; + this._bottomEdge = this.y + this.height; + this._halfHeight = this.height / 2; + this._midpointY = this._topEdge + this._halfHeight; + } + QuadTree.A_LIST = 0; + QuadTree.B_LIST = 1; + QuadTree.prototype.destroy = /** + * Clean up memory. + */ + function () { + this._tailA.destroy(); + this._tailB.destroy(); + this._headA.destroy(); + this._headB.destroy(); + this._tailA = null; + this._tailB = null; + this._headA = null; + this._headB = null; + if(this._northWestTree != null) { + this._northWestTree.destroy(); + } + if(this._northEastTree != null) { + this._northEastTree.destroy(); + } + if(this._southEastTree != null) { + this._southEastTree.destroy(); + } + if(this._southWestTree != null) { + this._southWestTree.destroy(); + } + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + QuadTree._object = null; + QuadTree._processingCallback = null; + QuadTree._notifyCallback = null; + }; + QuadTree.prototype.load = /** + * Load objects and/or groups into the quad tree, and register notify and processing callbacks. + * + * @param ObjectOrGroup1 Any object that is or extends GameObject or Group. + * @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. + * @param NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true. + * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate(). + */ + function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } + //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2); + this.add(ObjectOrGroup1, QuadTree.A_LIST); + if(ObjectOrGroup2 != null) { + this.add(ObjectOrGroup2, QuadTree.B_LIST); + QuadTree._useBothLists = true; + } else { + QuadTree._useBothLists = false; + } + QuadTree._notifyCallback = NotifyCallback; + QuadTree._processingCallback = ProcessCallback; + //console.log('use both', QuadTree._useBothLists); + //console.log('------------ end of load'); + }; + QuadTree.prototype.add = /** + * Call this function to add an object to the root of the tree. + * This function will recursively add all group members, but + * not the groups themselves. + * + * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. + * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. + */ + function (ObjectOrGroup, List) { + QuadTree._list = List; + if(ObjectOrGroup.isGroup == true) { + var i = 0; + var basic; + var members = ObjectOrGroup['members']; + var l = ObjectOrGroup['length']; + while(i < l) { + basic = members[i++]; + if((basic != null) && basic.exists) { + if(basic.isGroup) { + this.add(basic, List); + } else { + QuadTree._object = basic; + if(QuadTree._object.exists && QuadTree._object.allowCollisions) { + QuadTree._objectLeftEdge = QuadTree._object.x; + QuadTree._objectTopEdge = QuadTree._object.y; + QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; + QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; + this.addObject(); + } + } + } + } + } else { + QuadTree._object = ObjectOrGroup; + //console.log('add - not group:', ObjectOrGroup.name); + if(QuadTree._object.exists && QuadTree._object.allowCollisions) { + QuadTree._objectLeftEdge = QuadTree._object.x; + QuadTree._objectTopEdge = QuadTree._object.y; + QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; + QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; + //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge); + this.addObject(); + } + } + }; + QuadTree.prototype.addObject = /** + * Internal function for recursively navigating and creating the tree + * while adding objects to the appropriate nodes. + */ + function () { + //console.log('addObject'); + //If this quad (not its children) lies entirely inside this object, add it here + if(!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) { + //console.log('add To List'); + this.addToList(); + return; + } + //See if the selected object fits completely inside any of the quadrants + if((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) { + if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { + //console.log('Adding NW tree'); + if(this._northWestTree == null) { + this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northWestTree.addObject(); + return; + } + if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { + //console.log('Adding SW tree'); + if(this._southWestTree == null) { + this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southWestTree.addObject(); + return; + } + } + if((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) { + if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { + //console.log('Adding NE tree'); + if(this._northEastTree == null) { + this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northEastTree.addObject(); + return; + } + if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { + //console.log('Adding SE tree'); + if(this._southEastTree == null) { + this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southEastTree.addObject(); + return; + } + } + //If it wasn't completely contained we have to check out the partial overlaps + if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { + if(this._northWestTree == null) { + this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + } + //console.log('added to north west partial tree'); + this._northWestTree.addObject(); + } + if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { + if(this._northEastTree == null) { + this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + } + //console.log('added to north east partial tree'); + this._northEastTree.addObject(); + } + if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { + if(this._southEastTree == null) { + this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + } + //console.log('added to south east partial tree'); + this._southEastTree.addObject(); + } + if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { + if(this._southWestTree == null) { + this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + //console.log('added to south west partial tree'); + this._southWestTree.addObject(); + } + }; + QuadTree.prototype.addToList = /** + * Internal function for recursively adding objects to leaf lists. + */ + function () { + //console.log('Adding to List'); + var ot; + if(QuadTree._list == QuadTree.A_LIST) { + //console.log('A LIST'); + if(this._tailA.object != null) { + ot = this._tailA; + this._tailA = new Phaser.LinkedList(); + ot.next = this._tailA; + } + this._tailA.object = QuadTree._object; + } else { + //console.log('B LIST'); + if(this._tailB.object != null) { + ot = this._tailB; + this._tailB = new Phaser.LinkedList(); + ot.next = this._tailB; + } + this._tailB.object = QuadTree._object; + } + if(!this._canSubdivide) { + return; + } + if(this._northWestTree != null) { + this._northWestTree.addToList(); + } + if(this._northEastTree != null) { + this._northEastTree.addToList(); + } + if(this._southEastTree != null) { + this._southEastTree.addToList(); + } + if(this._southWestTree != null) { + this._southWestTree.addToList(); + } + }; + QuadTree.prototype.execute = /** + * QuadTree's other main function. Call this after adding objects + * using QuadTree.load() to compare the objects that you loaded. + * + * @return Whether or not any overlaps were found. + */ + function () { + //console.log('quadtree execute'); + var overlapProcessed = false; + var iterator; + if(this._headA.object != null) { + //console.log('---------------------------------------------------'); + //console.log('headA iterator'); + iterator = this._headA; + while(iterator != null) { + QuadTree._object = iterator.object; + if(QuadTree._useBothLists) { + QuadTree._iterator = this._headB; + } else { + QuadTree._iterator = iterator.next; + } + if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { + //console.log('headA iterator overlapped true'); + overlapProcessed = true; + } + iterator = iterator.next; + } + } + //Advance through the tree by calling overlap on each child + if((this._northWestTree != null) && this._northWestTree.execute()) { + //console.log('NW quadtree execute'); + overlapProcessed = true; + } + if((this._northEastTree != null) && this._northEastTree.execute()) { + //console.log('NE quadtree execute'); + overlapProcessed = true; + } + if((this._southEastTree != null) && this._southEastTree.execute()) { + //console.log('SE quadtree execute'); + overlapProcessed = true; + } + if((this._southWestTree != null) && this._southWestTree.execute()) { + //console.log('SW quadtree execute'); + overlapProcessed = true; + } + return overlapProcessed; + }; + QuadTree.prototype.overlapNode = /** + * An private for comparing an object against the contents of a node. + * + * @return Whether or not any overlaps were found. + */ + function () { + //console.log('overlapNode'); + //Walk the list and check for overlaps + var overlapProcessed = false; + var checkObject; + while(QuadTree._iterator != null) { + if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) { + //console.log('break 1'); + break; + } + checkObject = QuadTree._iterator.object; + if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { + //console.log('break 2'); + QuadTree._iterator = QuadTree._iterator.next; + continue; + } + //calculate bulk hull for QuadTree._object + QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x; + QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y; + QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x; + QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth); + QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y; + QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight); + //calculate bulk hull for checkObject + QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x; + QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y; + QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x; + QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth); + QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y; + QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight); + //check for intersection of the two hulls + if((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) { + //console.log('intersection!'); + //Execute callback functions if they exist + if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) { + overlapProcessed = true; + } + if(overlapProcessed && (QuadTree._notifyCallback != null)) { + QuadTree._notifyCallback(QuadTree._object, checkObject); + } + } + QuadTree._iterator = QuadTree._iterator.next; + } + return overlapProcessed; + }; + return QuadTree; + })(Phaser.Rectangle); + Phaser.QuadTree = QuadTree; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser - Collision +*/ +var Phaser; +(function (Phaser) { + var Collision = (function () { + function Collision(game) { + this._game = game; + } + Collision.LEFT = 0x0001; + Collision.RIGHT = 0x0010; + Collision.UP = 0x0100; + Collision.DOWN = 0x1000; + Collision.NONE = 0; + Collision.CEILING = Collision.UP; + Collision.FLOOR = Collision.DOWN; + Collision.WALL = Collision.LEFT | Collision.RIGHT; + Collision.ANY = Collision.LEFT | Collision.RIGHT | Collision.UP | Collision.DOWN; + Collision.OVERLAP_BIAS = 4; + Collision.lineToLine = /** + * ------------------------------------------------------------------------------------------- + * Lines + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if the two given Line objects intersect + * @method lineToLine + * @param {Phaser.Line} The first line object to check + * @param {Phaser.Line} The second line object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToLine(line1, line2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2); + if(denom !== 0) { + output.result = true; + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; + } + return output; + }; + Collision.lineToLineSegment = /** + * Check if the Line and Line Segment intersects + * @method lineToLineSegment + * @param {Phaser.Line} The line object to check + * @param {Phaser.Line} The line segment object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToLineSegment(line1, seg, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line1.x1 - line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 - seg.x2); + if(denom !== 0) { + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.x1 - seg.x2) - (line1.x1 - line1.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; + var maxX = Math.max(seg.x1, seg.x2); + var minX = Math.min(seg.x1, seg.x2); + var maxY = Math.max(seg.y1, seg.y2); + var minY = Math.min(seg.y1, seg.y2); + //if (!(output.x <= maxX && output.x >= minX) || !(output.y <= maxY && output.y >= minY)) + if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { + output.result = true; + } + } + return output; + }; + Collision.lineToRawSegment = /** + * Check if the Line and Line Segment intersects + * @method lineToLineSegment + * @param {Phaser.Line} The line object to check + * @param {number} The x1 value + * @param {number} The y1 value + * @param {number} The x2 value + * @param {number} The y2 value + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToRawSegment(line, x1, y1, x2, y2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2); + if(denom !== 0) { + output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denom; + output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denom; + var maxX = Math.max(x1, x2); + var minX = Math.min(x1, x2); + var maxY = Math.max(y1, y2); + var minY = Math.min(y1, y2); + if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { + output.result = true; + } + } + return output; + }; + Collision.lineToRay = /** + * Check if the Line and Ray intersects + * @method lineToRay + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Line} The Ray object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToRay(line1, ray, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2); + if(denom !== 0) { + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; + output.result = true// true unless either of the 2 following conditions are met + ; + if(!(ray.x1 >= ray.x2) && output.x < ray.x1) { + output.result = false; + } + if(!(ray.y1 >= ray.y2) && output.y < ray.y1) { + output.result = false; + } + } + return output; + }; + Collision.lineToCircle = /** + * Check if the Line and Circle intersects + * @method lineToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function lineToCircle(line, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Get a perpendicular line running to the center of the circle + if(line.perp(circle.x, circle.y).length <= circle.radius) { + output.result = true; + } + return output; + }; + Collision.lineToRectangle = /** + * Check if the Line intersects each side of the Rectangle + * @method lineToRectangle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Rectangle} The Rectangle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function lineToRectangle(line, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Top of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output); + if(output.result === true) { + return output; + } + // Left of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output); + if(output.result === true) { + return output; + } + // Bottom of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Right of the Rectangle vs the Line + this.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output); + return output; + }; + Collision.lineSegmentToLineSegment = /** + * ------------------------------------------------------------------------------------------- + * Line Segment + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if Line1 intersects with Line2 + * @method lineSegmentToLineSegment + * @param {Phaser.Line} The first line object to check + * @param {Phaser.Line} The second line object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToLineSegment(line1, line2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + this.lineToLineSegment(line1, line2, output); + if(output.result === true) { + if(!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { + output.result = false; + } + } + return output; + }; + Collision.lineSegmentToRay = /** + * Check if the Line Segment intersects with the Ray + * @method lineSegmentToRay + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Line} The Line Ray object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToRay(line1, ray, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + this.lineToRay(line1, ray, output); + if(output.result === true) { + if(!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { + output.result = false; + } + } + return output; + }; + Collision.lineSegmentToCircle = /** + * Check if the Line Segment intersects with the Circle + * @method lineSegmentToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToCircle(seg, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var perp = seg.perp(circle.x, circle.y); + if(perp.length <= circle.radius) { + // Line intersects circle - check if segment does + var maxX = Math.max(seg.x1, seg.x2); + var minX = Math.min(seg.x1, seg.x2); + var maxY = Math.max(seg.y1, seg.y2); + var minY = Math.min(seg.y1, seg.y2); + if((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY)) { + output.result = true; + } else { + // Worst case - segment doesn't traverse center, so no perpendicular connection. + if(this.circleContainsPoint(circle, { + x: seg.x1, + y: seg.y1 + }) || this.circleContainsPoint(circle, { + x: seg.x2, + y: seg.y2 + })) { + output.result = true; + } + } + } + return output; + }; + Collision.lineSegmentToRectangle = /** + * Check if the Line Segment intersects with the Rectangle + * @method lineSegmentToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToRectangle(seg, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + if(rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2)) { + output.result = true; + } else { + // Top of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Left of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output); + if(output.result === true) { + return output; + } + // Bottom of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Right of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output); + return output; + } + return output; + }; + Collision.rayToRectangle = /** + * ------------------------------------------------------------------------------------------- + * Ray + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if the two given Circle objects intersect + * @method circleToCircle + * @param {Phaser.Circle} The first circle object to check + * @param {Phaser.Circle} The second circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function rayToRectangle(ray, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Currently just finds first intersection - might not be closest to ray pt1 + this.lineToRectangle(ray, rect, output); + return output; + }; + Collision.rayToLineSegment = /** + * Check whether a ray intersects a line segment, returns the parametric value where the intersection occurs. + * @method rayToLineSegment + * @static + * @param {Number} rayx1. The origin x of the ray. + * @param {Number} rayy1. The origin y of the ray. + * @param {Number} rayx2. The direction x of the ray. + * @param {Number} rayy2. The direction y of the ray. + * @param {Number} linex1. The x of the first point of the line segment. + * @param {Number} liney1. The y of the first point of the line segment. + * @param {Number} linex2. The x of the second point of the line segment. + * @param {Number} liney2. The y of the second point of the line segment. + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection stored in x + **/ + function rayToLineSegment(rayx1, rayy1, rayx2, rayy2, linex1, liney1, linex2, liney2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var r, s, d; + // Check lines are not parallel + if((rayy2 - rayy1) / (rayx2 - rayx1) != (liney2 - liney1) / (linex2 - linex1)) { + d = (((rayx2 - rayx1) * (liney2 - liney1)) - (rayy2 - rayy1) * (linex2 - linex1)); + if(d != 0) { + r = (((rayy1 - liney1) * (linex2 - linex1)) - (rayx1 - linex1) * (liney2 - liney1)) / d; + s = (((rayy1 - liney1) * (rayx2 - rayx1)) - (rayx1 - linex1) * (rayy2 - rayy1)) / d; + if(r >= 0) { + if(s >= 0 && s <= 1) { + output.result = true; + output.x = rayx1 + r * (rayx2 - rayx1) , rayy1 + r * (rayy2 - rayy1); + } + } + } + } + return output; + }; + Collision.pointToRectangle = /** + * ------------------------------------------------------------------------------------------- + * Rectangles + * ------------------------------------------------------------------------------------------- + **/ + /** + * Determines whether the specified point is contained within the rectangular region defined by the Rectangle object. + * @method pointToRectangle + * @param {Point} point The point object being checked. + * @param {Rectangle} rect The rectangle object being checked. + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/result + **/ + function pointToRectangle(point, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.setTo(point.x, point.y); + output.result = rect.containsPoint(point); + return output; + }; + Collision.rectangleToRectangle = /** + * Check whether two axis aligned rectangles intersect. Return the intersecting rectangle dimensions if they do. + * @method rectangleToRectangle + * @param {Phaser.Rectangle} The first Rectangle object + * @param {Phaser.Rectangle} The second Rectangle object + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/width/height + **/ + function rectangleToRectangle(rect1, rect2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var leftX = Math.max(rect1.x, rect2.x); + var rightX = Math.min(rect1.right, rect2.right); + var topY = Math.max(rect1.y, rect2.y); + var bottomY = Math.min(rect1.bottom, rect2.bottom); + output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY); + var cx = output.x + output.width * .5; + var cy = output.y + output.height * .5; + if((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom)) { + output.result = true; + } + return output; + }; + Collision.rectangleToCircle = function rectangleToCircle(rect, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + return this.circleToRectangle(circle, rect, output); + }; + Collision.circleToCircle = /** + * ------------------------------------------------------------------------------------------- + * Circle + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if the two given Circle objects intersect + * @method circleToCircle + * @param {Phaser.Circle} The first circle object to check + * @param {Phaser.Circle} The second circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function circleToCircle(circle1, circle2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= this.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y); + return output; + }; + Collision.circleToRectangle = /** + * Check if the given Rectangle intersects with the given Circle + * @method circleToRectangle + * @param {Phaser.Circle} The circle object to check + * @param {Phaser.Rectangle} The Rectangle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function circleToRectangle(circle, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var inflatedRect = rect.clone(); + inflatedRect.inflate(circle.radius, circle.radius); + output.result = inflatedRect.contains(circle.x, circle.y); + return output; + }; + Collision.circleContainsPoint = /** + * Check if the given Point is found within the given Circle + * @method circleContainsPoint + * @param {Phaser.Circle} The circle object to check + * @param {Phaser.Point} The point object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function circleContainsPoint(circle, point, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.result = circle.radius * circle.radius >= this.distanceSquared(circle.x, circle.y, point.x, point.y); + return output; + }; + Collision.prototype.overlap = /** + * ------------------------------------------------------------------------------------------- + * Game Object Collision + * ------------------------------------------------------------------------------------------- + **/ + /** + * Call this function to see if one GameObject overlaps another. + * Can be called with one object and one group, or two groups, or two objects, + * whatever floats your boat! For maximum performance try bundling a lot of objects + * together using a Group (or even bundling groups together!). + * + *

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

+ * + * @param ObjectOrGroup1 The first object or group you want to check. + * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first it knows to just do a comparison within that group. + * @param NotifyCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. + * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects! + * + * @return Whether any overlaps were detected. + */ + function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { + if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } + if(ObjectOrGroup1 == null) { + ObjectOrGroup1 = this._game.world.group; + } + if(ObjectOrGroup2 == ObjectOrGroup1) { + ObjectOrGroup2 = null; + } + Phaser.QuadTree.divisions = this._game.world.worldDivisions; + var quadTree = new Phaser.QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); + quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback); + var result = quadTree.execute(); + quadTree.destroy(); + quadTree = null; + return result; + }; + Collision.separate = /** + * The main collision resolution in flixel. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated. + */ + function separate(Object1, Object2) { + var separatedX = Collision.separateX(Object1, Object2); + var separatedY = Collision.separateY(Object1, Object2); + return separatedX || separatedY; + }; + Collision.separateX = /** + * The X-axis component of the object separation process. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated along the X axis. + */ + function separateX(Object1, Object2) { + //can't separate two immovable objects + var obj1immovable = Object1.immovable; + var obj2immovable = Object2.immovable; + if(obj1immovable && obj2immovable) { + return false; + } + //If one of the objects is a tilemap, just pass it off. + /* + if (typeof Object1 === 'Tilemap') + { + return Object1.overlapsWithCallback(Object2, separateX); + } + + if (typeof Object2 === 'Tilemap') + { + return Object2.overlapsWithCallback(Object1, separateX, true); + } + */ + //First, get the two object deltas + var overlap = 0; + var obj1delta = Object1.x - Object1.last.x; + var obj2delta = Object2.x - Object2.last.x; + if(obj1delta != obj2delta) { + //Check if the X hulls actually overlap + var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; + var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; + var obj1rect = new Phaser.Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height); + var obj2rect = new Phaser.Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height); + if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { + var maxOverlap = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; + //If they did overlap (and can), figure out by how much and flip the corresponding flags + if(obj1delta > obj2delta) { + overlap = Object1.x + Object1.width - Object2.x; + if((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.RIGHT) || !(Object2.allowCollisions & Collision.LEFT)) { + overlap = 0; + } else { + Object1.touching |= Collision.RIGHT; + Object2.touching |= Collision.LEFT; + } + } else if(obj1delta < obj2delta) { + overlap = Object1.x - Object2.width - Object2.x; + if((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.LEFT) || !(Object2.allowCollisions & Collision.RIGHT)) { + overlap = 0; + } else { + Object1.touching |= Collision.LEFT; + Object2.touching |= Collision.RIGHT; + } + } + } + } + //Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + var obj1v = Object1.velocity.x; + var obj2v = Object2.velocity.x; + if(!obj1immovable && !obj2immovable) { + overlap *= 0.5; + Object1.x = Object1.x - overlap; + Object2.x += overlap; + var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); + var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); + var average = (obj1velocity + obj2velocity) * 0.5; + obj1velocity -= average; + obj2velocity -= average; + Object1.velocity.x = average + obj1velocity * Object1.elasticity; + Object2.velocity.x = average + obj2velocity * Object2.elasticity; + } else if(!obj1immovable) { + Object1.x = Object1.x - overlap; + Object1.velocity.x = obj2v - obj1v * Object1.elasticity; + } else if(!obj2immovable) { + Object2.x += overlap; + Object2.velocity.x = obj1v - obj2v * Object2.elasticity; + } + return true; + } else { + return false; + } + }; + Collision.separateY = /** + * The Y-axis component of the object separation process. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated along the Y axis. + */ + function separateY(Object1, Object2) { + //can't separate two immovable objects + var obj1immovable = Object1.immovable; + var obj2immovable = Object2.immovable; + if(obj1immovable && obj2immovable) { + return false; + } + //If one of the objects is a tilemap, just pass it off. + /* + if (typeof Object1 === 'Tilemap') + { + return Object1.overlapsWithCallback(Object2, separateY); + } + + if (typeof Object2 === 'Tilemap') + { + return Object2.overlapsWithCallback(Object1, separateY, true); + } + */ + //First, get the two object deltas + var overlap = 0; + var obj1delta = Object1.y - Object1.last.y; + var obj2delta = Object2.y - Object2.last.y; + if(obj1delta != obj2delta) { + //Check if the Y hulls actually overlap + var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; + var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; + var obj1rect = new Phaser.Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs); + var obj2rect = new Phaser.Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs); + if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { + var maxOverlap = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; + //If they did overlap (and can), figure out by how much and flip the corresponding flags + if(obj1delta > obj2delta) { + overlap = Object1.y + Object1.height - Object2.y; + if((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.DOWN) || !(Object2.allowCollisions & Collision.UP)) { + overlap = 0; + } else { + Object1.touching |= Collision.DOWN; + Object2.touching |= Collision.UP; + } + } else if(obj1delta < obj2delta) { + overlap = Object1.y - Object2.height - Object2.y; + if((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.UP) || !(Object2.allowCollisions & Collision.DOWN)) { + overlap = 0; + } else { + Object1.touching |= Collision.UP; + Object2.touching |= Collision.DOWN; + } + } + } + } + //Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + var obj1v = Object1.velocity.y; + var obj2v = Object2.velocity.y; + if(!obj1immovable && !obj2immovable) { + overlap *= 0.5; + Object1.y = Object1.y - overlap; + Object2.y += overlap; + var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); + var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); + var average = (obj1velocity + obj2velocity) * 0.5; + obj1velocity -= average; + obj2velocity -= average; + Object1.velocity.y = average + obj1velocity * Object1.elasticity; + Object2.velocity.y = average + obj2velocity * Object2.elasticity; + } else if(!obj1immovable) { + Object1.y = Object1.y - overlap; + Object1.velocity.y = obj2v - obj1v * Object1.elasticity; + //This is special case code that handles cases like horizontal moving platforms you can ride + if(Object2.active && Object2.moves && (obj1delta > obj2delta)) { + Object1.x += Object2.x - Object2.last.x; + } + } else if(!obj2immovable) { + Object2.y += overlap; + Object2.velocity.y = obj1v - obj2v * Object2.elasticity; + //This is special case code that handles cases like horizontal moving platforms you can ride + if(Object1.active && Object1.moves && (obj1delta < obj2delta)) { + Object2.x += Object1.x - Object1.last.x; + } + } + return true; + } else { + return false; + } + }; + Collision.distance = /** + * ------------------------------------------------------------------------------------------- + * Distance + * ------------------------------------------------------------------------------------------- + **/ + function distance(x1, y1, x2, y2) { + return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); + }; + Collision.distanceSquared = function distanceSquared(x1, y1, x2, y2) { + return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); + }; + return Collision; + })(); + Phaser.Collision = Collision; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var DynamicTexture = (function () { + function DynamicTexture(game, key, width, height) { + this._sx = 0; + this._sy = 0; + this._sw = 0; + this._sh = 0; + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this._game = game; + this.canvas = document.createElement('canvas'); + this.canvas.width = width; + this.canvas.height = height; + this.context = this.canvas.getContext('2d'); + this.bounds = new Phaser.Rectangle(0, 0, width, height); + } + DynamicTexture.prototype.getPixel = function (x, y) { + //r = imageData.data[0]; + //g = imageData.data[1]; + //b = imageData.data[2]; + //a = imageData.data[3]; + var imageData = this.context.getImageData(x, y, 1, 1); + return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); + }; + DynamicTexture.prototype.getPixel32 = function (x, y) { + var imageData = this.context.getImageData(x, y, 1, 1); + return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); + }; + DynamicTexture.prototype.getPixels = // Returns a CanvasPixelArray + function (rect) { + return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); + }; + DynamicTexture.prototype.setPixel = function (x, y, color) { + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); + }; + DynamicTexture.prototype.setPixel32 = function (x, y, color) { + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); + }; + DynamicTexture.prototype.setPixels = function (rect, input) { + this.context.putImageData(input, rect.x, rect.y); + }; + DynamicTexture.prototype.fillRect = function (rect, color) { + this.context.fillStyle = color; + this.context.fillRect(rect.x, rect.y, rect.width, rect.height); + }; + DynamicTexture.prototype.pasteImage = function (key, frame, destX, destY, destWidth, destHeight) { + if (typeof frame === "undefined") { frame = -1; } + if (typeof destX === "undefined") { destX = 0; } + if (typeof destY === "undefined") { destY = 0; } + if (typeof destWidth === "undefined") { destWidth = null; } + if (typeof destHeight === "undefined") { destHeight = null; } + var texture = null; + var frameData; + this._sx = 0; + this._sy = 0; + this._dx = destX; + this._dy = destY; + // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot + if(frame > -1) { + //if (this._game.cache.isSpriteSheet(key)) + //{ + // texture = this._game.cache.getImage(key); + //this.animations.loadFrameData(this._game.cache.getFrameData(key)); + //} } else { - this._game.stage.context.drawImage(this._texture, // Source Image + texture = this._game.cache.getImage(key); + this._sw = texture.width; + this._sh = texture.height; + this._dw = texture.width; + this._dh = texture.height; + } + if(destWidth !== null) { + this._dw = destWidth; + } + if(destHeight !== null) { + this._dh = destHeight; + } + if(texture != null) { + this.context.drawImage(texture, // Source Image this._sx, // Source X (location within the source image) this._sy, // Source Y this._sw, // Source Width @@ -2980,32 +4087,917 @@ var Sprite = (function (_super) { this._dh); // Destination Height (always same as Source Height unless scaled) } - } else { - this._game.stage.context.fillStyle = 'rgb(255,255,255)'; - this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); + }; + DynamicTexture.prototype.copyPixels = // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false + function (sourceTexture, sourceRect, destPoint) { + // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call + if(sourceRect.equals(this.bounds) == true) { + this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); + } else { + this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); + } + }; + DynamicTexture.prototype.clear = function () { + this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); + }; + Object.defineProperty(DynamicTexture.prototype, "width", { + get: function () { + return this.bounds.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(DynamicTexture.prototype, "height", { + get: function () { + return this.bounds.height; + }, + enumerable: true, + configurable: true + }); + DynamicTexture.prototype.getColor32 = /** + * Given an alpha and 3 color values this will return an integer representation of it + * + * @param alpha The Alpha value (between 0 and 255) + * @param red The Red channel value (between 0 and 255) + * @param green The Green channel value (between 0 and 255) + * @param blue The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xAARRGGBB) + */ + function (alpha, red, green, blue) { + return alpha << 24 | red << 16 | green << 8 | blue; + }; + DynamicTexture.prototype.getColor = /** + * Given 3 color values this will return an integer representation of it + * + * @param red The Red channel value (between 0 and 255) + * @param green The Green channel value (between 0 and 255) + * @param blue The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xRRGGBB) + */ + function (red, green, blue) { + return red << 16 | green << 8 | blue; + }; + return DynamicTexture; + })(); + Phaser.DynamicTexture = DynamicTexture; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - GameMath +* +* @desc Adds a set of extra Math functions and extends a few commonly used ones. +* Includes methods written by Dylan Engelman and Adam Saltsman. +* +* @version 1.0 - 17th March 2013 +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var GameMath = (function () { + function GameMath(game) { + //arbitrary 8 digit epsilon + this.cosTable = []; + this.sinTable = []; + /** + * The global random number generator seed (for deterministic behavior in recordings and saves). + */ + this.globalSeed = Math.random(); + this._game = game; } - //if (this.flip === true || this.rotation !== 0) - if(this.rotation !== 0) { - this._game.stage.context.translate(0, 0); - this._game.stage.context.restore(); - } - if(globalAlpha > -1) { - this._game.stage.context.globalAlpha = globalAlpha; - } - return true; - }; - Sprite.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); - this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); - this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); - this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); - }; - return Sprite; -})(GameObject); + GameMath.PI = 3.141592653589793; + GameMath.PI_2 = 1.5707963267948965; + GameMath.PI_4 = 0.7853981633974483; + GameMath.PI_8 = 0.39269908169872413; + GameMath.PI_16 = 0.19634954084936206; + GameMath.TWO_PI = 6.283185307179586; + GameMath.THREE_PI_2 = 4.7123889803846895; + GameMath.E = 2.71828182845905; + GameMath.LN10 = 2.302585092994046; + GameMath.LN2 = 0.6931471805599453; + GameMath.LOG10E = 0.4342944819032518; + GameMath.LOG2E = 1.442695040888963387; + GameMath.SQRT1_2 = 0.7071067811865476; + GameMath.SQRT2 = 1.4142135623730951; + GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; + GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; + GameMath.B_16 = 65536; + GameMath.B_31 = 2147483648; + GameMath.B_32 = 4294967296; + GameMath.B_48 = 281474976710656; + GameMath.B_53 = 9007199254740992; + GameMath.B_64 = 18446744073709551616; + GameMath.ONE_THIRD = 0.333333333333333333333333333333333; + GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; + GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; + GameMath.COS_PI_3 = 0.86602540378443864676372317075294; + GameMath.SIN_2PI_3 = 0.03654595; + GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; + GameMath.ON = true; + GameMath.OFF = false; + GameMath.SHORT_EPSILON = 0.1; + GameMath.PERC_EPSILON = 0.001; + GameMath.EPSILON = 0.0001; + GameMath.LONG_EPSILON = 0.00000001; + GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Math.abs(a - b) < epsilon; + }; + GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return a < b + epsilon; + }; + GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return a > b - epsilon; + }; + GameMath.prototype.fuzzyCeil = function (val, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Math.ceil(val - epsilon); + }; + GameMath.prototype.fuzzyFloor = function (val, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Math.floor(val + epsilon); + }; + GameMath.prototype.average = function () { + var args = []; + for (var _i = 0; _i < (arguments.length - 0); _i++) { + args[_i] = arguments[_i + 0]; + } + var avg = 0; + for(var i = 0; i < args.length; i++) { + avg += args[i]; + } + return avg / args.length; + }; + GameMath.prototype.slam = function (value, target, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return (Math.abs(value - target) < epsilon) ? target : value; + }; + GameMath.prototype.percentageMinMax = /** + * ratio of value to a range + */ + function (val, max, min) { + if (typeof min === "undefined") { min = 0; } + val -= min; + max -= min; + if(!max) { + return 0; + } else { + return val / max; + } + }; + GameMath.prototype.sign = /** + * a value representing the sign of the value. + * -1 for negative, +1 for positive, 0 if value is 0 + */ + function (n) { + if(n) { + return n / Math.abs(n); + } else { + return 0; + } + }; + GameMath.prototype.truncate = function (n) { + return (n > 0) ? Math.floor(n) : Math.ceil(n); + }; + GameMath.prototype.shear = function (n) { + return n % 1; + }; + GameMath.prototype.wrap = /** + * wrap a value around a range, similar to modulus with a floating minimum + */ + function (val, max, min) { + if (typeof min === "undefined") { min = 0; } + val -= min; + max -= min; + if(max == 0) { + return min; + } + val %= max; + val += min; + while(val < min) { + val += max; + } + return val; + }; + GameMath.prototype.arithWrap = /** + * arithmetic version of wrap... need to decide which is more efficient + */ + function (value, max, min) { + if (typeof min === "undefined") { min = 0; } + max -= min; + if(max == 0) { + return min; + } + return value - max * Math.floor((value - min) / max); + }; + GameMath.prototype.clamp = /** + * force a value within the boundaries of two values + * + * if max < min, min is returned + */ + function (input, max, min) { + if (typeof min === "undefined") { min = 0; } + return Math.max(min, Math.min(max, input)); + }; + GameMath.prototype.snapTo = /** + * Snap a value to nearest grid slice, using rounding. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Math.round(input / gap); + return start + input; + }; + GameMath.prototype.snapToFloor = /** + * Snap a value to nearest grid slice, using floor. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Math.floor(input / gap); + return start + input; + }; + GameMath.prototype.snapToCeil = /** + * Snap a value to nearest grid slice, using ceil. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Math.ceil(input / gap); + return start + input; + }; + GameMath.prototype.snapToInArray = /** + * Snaps a value to the nearest value in an array. + */ + function (input, arr, sort) { + if (typeof sort === "undefined") { sort = true; } + if(sort) { + arr.sort(); + } + if(input < arr[0]) { + return arr[0]; + } + var i = 1; + while(arr[i] < input) { + i++; + } + var low = arr[i - 1]; + var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; + return ((high - input) <= (input - low)) ? high : low; + }; + GameMath.prototype.roundTo = /** + * roundTo some place comparative to a 'base', default is 10 for decimal place + * + * 'place' is represented by the power applied to 'base' to get that place + * + * @param value - the value to round + * @param place - the place to round to + * @param base - the base to round in... default is 10 for decimal + * + * e.g. + * + * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 + * + * roundTo(2000/7,3) == 0 + * roundTo(2000/7,2) == 300 + * roundTo(2000/7,1) == 290 + * roundTo(2000/7,0) == 286 + * roundTo(2000/7,-1) == 285.7 + * roundTo(2000/7,-2) == 285.71 + * roundTo(2000/7,-3) == 285.714 + * roundTo(2000/7,-4) == 285.7143 + * roundTo(2000/7,-5) == 285.71429 + * + * roundTo(2000/7,3,2) == 288 -- 100100000 + * roundTo(2000/7,2,2) == 284 -- 100011100 + * roundTo(2000/7,1,2) == 286 -- 100011110 + * roundTo(2000/7,0,2) == 286 -- 100011110 + * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 + * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 + * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 + * + * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed + * because we are rounding 100011.1011011011011011 which rounds up. + */ + function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Math.pow(base, -place); + return Math.round(value * p) / p; + }; + GameMath.prototype.floorTo = function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Math.pow(base, -place); + return Math.floor(value * p) / p; + }; + GameMath.prototype.ceilTo = function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Math.pow(base, -place); + return Math.ceil(value * p) / p; + }; + GameMath.prototype.interpolateFloat = /** + * a one dimensional linear interpolation of a value. + */ + function (a, b, weight) { + return (b - a) * weight + a; + }; + GameMath.prototype.radiansToDegrees = /** + * convert radians to degrees + */ + function (angle) { + return angle * GameMath.RAD_TO_DEG; + }; + GameMath.prototype.degreesToRadians = /** + * convert degrees to radians + */ + function (angle) { + return angle * GameMath.DEG_TO_RAD; + }; + GameMath.prototype.angleBetween = /** + * Find the angle of a segment from (x1, y1) -> (x2, y2 ) + */ + function (x1, y1, x2, y2) { + return Math.atan2(y2 - y1, x2 - x1); + }; + GameMath.prototype.normalizeAngle = /** + * set an angle with in the bounds of -PI to PI + */ + function (angle, radians) { + if (typeof radians === "undefined") { radians = true; } + var rd = (radians) ? GameMath.PI : 180; + return this.wrap(angle, rd, -rd); + }; + GameMath.prototype.nearestAngleBetween = /** + * closest angle between two angles from a1 to a2 + * absolute value the return for exact angle + */ + function (a1, a2, radians) { + if (typeof radians === "undefined") { radians = true; } + var rd = (radians) ? GameMath.PI : 180; + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngle(a2, radians); + if(a1 < -rd / 2 && a2 > rd / 2) { + a1 += rd * 2; + } + if(a2 < -rd / 2 && a1 > rd / 2) { + a2 += rd * 2; + } + return a2 - a1; + }; + GameMath.prototype.normalizeAngleToAnother = /** + * normalizes independent and then sets dep to the nearest value respective to independent + * + * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + return ind + this.nearestAngleBetween(ind, dep, radians); + }; + GameMath.prototype.normalizeAngleAfterAnother = /** + * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent + * + * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + dep = this.normalizeAngle(dep - ind, radians); + return ind + dep; + }; + GameMath.prototype.normalizeAngleBeforeAnother = /** + * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent + * + * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + dep = this.normalizeAngle(ind - dep, radians); + return ind - dep; + }; + GameMath.prototype.interpolateAngles = /** + * interpolate across the shortest arc between two angles + */ + function (a1, a2, weight, radians, ease) { + if (typeof radians === "undefined") { radians = true; } + if (typeof ease === "undefined") { ease = null; } + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngleToAnother(a2, a1, radians); + return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); + }; + GameMath.prototype.logBaseOf = /** + * Compute the logarithm of any value of any base + * + * a logarithm is the exponent that some constant (base) would have to be raised to + * to be equal to value. + * + * i.e. + * 4 ^ x = 16 + * can be rewritten as to solve for x + * logB4(16) = x + * which with this function would be + * LoDMath.logBaseOf(16,4) + * + * which would return 2, because 4^2 = 16 + */ + function (value, base) { + return Math.log(value) / Math.log(base); + }; + GameMath.prototype.GCD = /** + * Greatest Common Denominator using Euclid's algorithm + */ + function (m, n) { + var r; + //make sure positive, GCD is always positive + m = Math.abs(m); + n = Math.abs(n); + //m must be >= n + if(m < n) { + r = m; + m = n; + n = r; + } + //now start loop + while(true) { + r = m % n; + if(!r) { + return n; + } + m = n; + n = r; + } + return 1; + }; + GameMath.prototype.LCM = /** + * Lowest Common Multiple + */ + function (m, n) { + return (m * n) / this.GCD(m, n); + }; + GameMath.prototype.factorial = /** + * Factorial - N! + * + * simple product series + * + * by definition: + * 0! == 1 + */ + function (value) { + if(value == 0) { + return 1; + } + var res = value; + while(--value) { + res *= value; + } + return res; + }; + GameMath.prototype.gammaFunction = /** + * gamma function + * + * defined: gamma(N) == (N - 1)! + */ + function (value) { + return this.factorial(value - 1); + }; + GameMath.prototype.fallingFactorial = /** + * falling factorial + * + * defined: (N)! / (N - x)! + * + * written subscript: (N)x OR (base)exp + */ + function (base, exp) { + return this.factorial(base) / this.factorial(base - exp); + }; + GameMath.prototype.risingFactorial = /** + * rising factorial + * + * defined: (N + x - 1)! / (N - 1)! + * + * written superscript N^(x) OR base^(exp) + */ + function (base, exp) { + //expanded from gammaFunction for speed + return this.factorial(base + exp - 1) / this.factorial(base - 1); + }; + GameMath.prototype.binCoef = /** + * binomial coefficient + * + * defined: N! / (k!(N-k)!) + * reduced: N! / (N-k)! == (N)k (fallingfactorial) + * reduced: (N)k / k! + */ + function (n, k) { + return this.fallingFactorial(n, k) / this.factorial(k); + }; + GameMath.prototype.risingBinCoef = /** + * rising binomial coefficient + * + * as one can notice in the analysis of binCoef(...) that + * binCoef is the (N)k divided by k!. Similarly rising binCoef + * is merely N^(k) / k! + */ + function (n, k) { + return this.risingFactorial(n, k) / this.factorial(k); + }; + GameMath.prototype.chanceRoll = /** + * Generate a random boolean result based on the chance value + *

+ * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance + * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. + *

+ * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) + * @return true if the roll passed, or false + */ + function (chance) { + if (typeof chance === "undefined") { chance = 50; } + if(chance <= 0) { + return false; + } else if(chance >= 100) { + return true; + } else { + if(Math.random() * 100 >= chance) { + return false; + } else { + return true; + } + } + }; + GameMath.prototype.maxAdd = /** + * Adds the given amount to the value, but never lets the value go over the specified maximum + * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The new value + */ + function (value, amount, max) { + value += amount; + if(value > max) { + value = max; + } + return value; + }; + GameMath.prototype.minSub = /** + * Subtracts the given amount from the value, but never lets the value go below the specified minimum + * + * @param value The base value + * @param amount The amount to subtract from the base value + * @param min The minimum the value is allowed to be + * @return The new value + */ + function (value, amount, min) { + value -= amount; + if(value < min) { + value = min; + } + return value; + }; + GameMath.prototype.wrapValue = /** + * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. + *

Values must be positive integers, and are passed through Math.abs

+ * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The wrapped value + */ + function (value, amount, max) { + var diff; + value = Math.abs(value); + amount = Math.abs(amount); + max = Math.abs(max); + diff = (value + amount) % max; + return diff; + }; + GameMath.prototype.randomSign = /** + * Randomly returns either a 1 or -1 + * + * @return 1 or -1 + */ + function () { + return (Math.random() > 0.5) ? 1 : -1; + }; + GameMath.prototype.isOdd = /** + * Returns true if the number given is odd. + * + * @param n The number to check + * + * @return True if the given number is odd. False if the given number is even. + */ + function (n) { + if(n & 1) { + return true; + } else { + return false; + } + }; + GameMath.prototype.isEven = /** + * Returns true if the number given is even. + * + * @param n The number to check + * + * @return True if the given number is even. False if the given number is odd. + */ + function (n) { + if(n & 1) { + return false; + } else { + return true; + } + }; + GameMath.prototype.wrapAngle = /** + * Keeps an angle value between -180 and +180
+ * Should be called whenever the angle is updated on the Sprite to stop it from going insane. + * + * @param angle The angle value to check + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + function (angle) { + var result = angle; + // Nothing needs to change + if(angle >= -180 && angle <= 180) { + return angle; + } + // Else normalise it to -180, 180 + result = (angle + 180) % 360; + if(result < 0) { + result += 360; + } + return result - 180; + }; + GameMath.prototype.angleLimit = /** + * Keeps an angle value between the given min and max values + * + * @param angle The angle value to check. Must be between -180 and +180 + * @param min The minimum angle that is allowed (must be -180 or greater) + * @param max The maximum angle that is allowed (must be 180 or less) + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + function (angle, min, max) { + var result = angle; + if(angle > max) { + result = max; + } else if(angle < min) { + result = min; + } + return result; + }; + GameMath.prototype.linearInterpolation = /** + * @method linear + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + if(k < 0) { + return this.linear(v[0], v[1], f); + } + if(k > 1) { + return this.linear(v[m], v[m - 1], m - f); + } + return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); + }; + GameMath.prototype.bezierInterpolation = /** + * @method Bezier + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var b = 0; + var n = v.length - 1; + for(var i = 0; i <= n; i++) { + b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); + } + return b; + }; + GameMath.prototype.catmullRomInterpolation = /** + * @method CatmullRom + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + if(v[0] === v[m]) { + if(k < 0) { + i = Math.floor(f = m * (1 + k)); + } + return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); + } else { + if(k < 0) { + return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); + } + if(k > 1) { + return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); + } + return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); + } + }; + GameMath.prototype.linear = /** + * @method Linear + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} t + * @static + */ + function (p0, p1, t) { + return (p1 - p0) * t + p0; + }; + GameMath.prototype.bernstein = /** + * @method Bernstein + * @param {Any} n + * @param {Any} i + * @static + */ + function (n, i) { + return this.factorial(n) / this.factorial(i) / this.factorial(n - i); + }; + GameMath.prototype.catmullRom = /** + * @method CatmullRom + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} p2 + * @param {Any} p3 + * @param {Any} t + * @static + */ + function (p0, p1, p2, p3, t) { + var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; + return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; + }; + GameMath.prototype.difference = function (a, b) { + return Math.abs(a - b); + }; + GameMath.prototype.random = /** + * Generates a random number. Deterministic, meaning safe + * to use if you want to record replays in random environments. + * + * @return A Number between 0 and 1. + */ + function () { + return this.globalSeed = this.srand(this.globalSeed); + }; + GameMath.prototype.srand = /** + * Generates a random number based on the seed provided. + * + * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). + * + * @return A Number between 0 and 1. + */ + function (Seed) { + return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; + }; + GameMath.prototype.getRandom = /** + * Fetch a random entry from the given array. + * Will return null if random selection is missing, or array has no entries. + * FlxG.getRandom() is deterministic and safe for use with replays/recordings. + * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings. + * + * @param Objects An array of objects. + * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param Length Optional restriction on the number of values you want to randomly select from. + * + * @return The random object that was selected. + */ + function (Objects, StartIndex, Length) { + if (typeof StartIndex === "undefined") { StartIndex = 0; } + if (typeof Length === "undefined") { Length = 0; } + if(Objects != null) { + var l = Length; + if((l == 0) || (l > Objects.length - StartIndex)) { + l = Objects.length - StartIndex; + } + if(l > 0) { + return Objects[StartIndex + Math.floor(Math.random() * l)]; + } + } + return null; + }; + GameMath.prototype.floor = /** + * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + function (Value) { + var n = Value | 0; + return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); + }; + GameMath.prototype.ceil = /** + * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + function (Value) { + var n = Value | 0; + return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); + }; + GameMath.prototype.sinCosGenerator = /** + * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at + *

+ * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function + * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. + *

+ * @param length The length of the wave + * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param frequency The frequency of the sine and cosine table data + * @return Returns the sine table + * @see getSinTable + * @see getCosTable + */ + function (length, sinAmplitude, cosAmplitude, frequency) { + if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } + if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } + if (typeof frequency === "undefined") { frequency = 1.0; } + var sin = sinAmplitude; + var cos = cosAmplitude; + var frq = frequency * Math.PI / length; + this.cosTable = []; + this.sinTable = []; + for(var c = 0; c < length; c++) { + cos -= sin * frq; + sin += cos * frq; + this.cosTable[c] = cos; + this.sinTable[c] = sin; + } + return this.sinTable; + }; + GameMath.prototype.vectorLength = /** + * Finds the length of the given vector + * + * @param dx + * @param dy + * + * @return + */ + function (dx, dy) { + return Math.sqrt(dx * dx + dy * dy); + }; + GameMath.prototype.dotProduct = /** + * Finds the dot product value of two vectors + * + * @param ax Vector X + * @param ay Vector Y + * @param bx Vector X + * @param by Vector Y + * + * @return Dot product + */ + function (ax, ay, bx, by) { + return ax * bx + ay * by; + }; + return GameMath; + })(); + Phaser.GameMath = GameMath; +})(Phaser || (Phaser = {})); /// -/// +/// /** * This is an organizational class that can update and render a bunch of Basics. * NOTE: Although Group extends Basic, it will not automatically @@ -3014,2988 +5006,1114 @@ var Sprite = (function (_super) { * @author Adam Atomic * @author Richard Davey */ -var Group = (function (_super) { - __extends(Group, _super); - function Group(game, MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - _super.call(this, game); - this.isGroup = true; - this.members = []; - this.length = 0; - this._maxSize = MaxSize; - this._marker = 0; - this._sortIndex = null; - } - Group.ASCENDING = -1; - Group.DESCENDING = 1; - Group.prototype.destroy = /** - * Override this function to handle any deleting or "shutdown" type operations you might need, - * such as removing traditional Flash children like Basic objects. - */ - function () { - if(this.members != null) { +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Group = (function (_super) { + __extends(Group, _super); + function Group(game, MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + _super.call(this, game); + this.isGroup = true; + this.members = []; + this.length = 0; + this._maxSize = MaxSize; + this._marker = 0; + this._sortIndex = null; + } + Group.ASCENDING = -1; + Group.DESCENDING = 1; + Group.prototype.destroy = /** + * Override this function to handle any deleting or "shutdown" type operations you might need, + * such as removing traditional Flash children like Basic objects. + */ + function () { + if(this.members != null) { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + basic.destroy(); + } + } + this.members.length = 0; + } + this._sortIndex = null; + }; + Group.prototype.update = /** + * Automatically goes through and calls update on everything you added. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.active) { + basic.preUpdate(); + basic.update(); + basic.postUpdate(); + } + } + }; + Group.prototype.render = /** + * Automatically goes through and calls render on everything you added. + */ + function (camera, cameraOffsetX, cameraOffsetY) { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.visible) { + basic.render(camera, cameraOffsetX, cameraOffsetY); + } + } + }; + Object.defineProperty(Group.prototype, "maxSize", { + get: /** + * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. + */ + function () { + return this._maxSize; + }, + set: /** + * @private + */ + function (Size) { + this._maxSize = Size; + if(this._marker >= this._maxSize) { + this._marker = 0; + } + if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) { + return; + } + //If the max size has shrunk, we need to get rid of some objects + var basic; + var i = this._maxSize; + var l = this.members.length; + while(i < l) { + basic = this.members[i++]; + if(basic != null) { + basic.destroy(); + } + } + this.length = this.members.length = this._maxSize; + }, + enumerable: true, + configurable: true + }); + Group.prototype.add = /** + * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group. + * Group will try to replace a null member of the array first. + * Failing that, Group will add it to the end of the member array, + * assuming there is room for it, and doubling the size of the array if necessary. + * + *

WARNING: If the group has a maxSize that has already been met, + * the object will NOT be added to the group!

+ * + * @param Object The object you want to add to the group. + * + * @return The same Basic object that was passed in. + */ + function (Object) { + //Don't bother adding an object twice. + if(this.members.indexOf(Object) >= 0) { + return Object; + } + //First, look for a null entry where we can add the object. + var i = 0; + var l = this.members.length; + while(i < l) { + if(this.members[i] == null) { + this.members[i] = Object; + if(i >= this.length) { + this.length = i + 1; + } + return Object; + } + i++; + } + //Failing that, expand the array (if we can) and add the object. + if(this._maxSize > 0) { + if(this.members.length >= this._maxSize) { + return Object; + } else if(this.members.length * 2 <= this._maxSize) { + this.members.length *= 2; + } else { + this.members.length = this._maxSize; + } + } else { + this.members.length *= 2; + } + //If we made it this far, then we successfully grew the group, + //and we can go ahead and add the object at the first open slot. + this.members[i] = Object; + this.length = i + 1; + return Object; + }; + Group.prototype.recycle = /** + * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. + * + *

If you specified a maximum size for this group (like in Emitter), + * then recycle will employ what we're calling "rotating" recycling. + * Recycle() will first check to see if the group is at capacity yet. + * If group is not yet at capacity, recycle() returns a new object. + * If the group IS at capacity, then recycle() just returns the next object in line.

+ * + *

If you did NOT specify a maximum size for this group, + * then recycle() will employ what we're calling "grow-style" recycling. + * Recycle() will return either the first object with exists == false, + * or, finding none, add a new object to the array, + * doubling the size of the array if necessary.

+ * + *

WARNING: If this function needs to create a new object, + * and no object class was provided, it will return null + * instead of a valid object!

+ * + * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! + * + * @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;). + */ + function (ObjectClass) { + if (typeof ObjectClass === "undefined") { ObjectClass = null; } + var basic; + if(this._maxSize > 0) { + if(this.length < this._maxSize) { + if(ObjectClass == null) { + return null; + } + return this.add(new ObjectClass()); + } else { + basic = this.members[this._marker++]; + if(this._marker >= this._maxSize) { + this._marker = 0; + } + return basic; + } + } else { + basic = this.getFirstAvailable(ObjectClass); + if(basic != null) { + return basic; + } + if(ObjectClass == null) { + return null; + } + return this.add(new ObjectClass()); + } + }; + Group.prototype.remove = /** + * Removes an object from the group. + * + * @param Object The Basic you want to remove. + * @param Splice Whether the object should be cut from the array entirely or not. + * + * @return The removed object. + */ + function (Object, Splice) { + if (typeof Splice === "undefined") { Splice = false; } + var index = this.members.indexOf(Object); + if((index < 0) || (index >= this.members.length)) { + return null; + } + if(Splice) { + this.members.splice(index, 1); + this.length--; + } else { + this.members[index] = null; + } + return Object; + }; + Group.prototype.replace = /** + * Replaces an existing Basic with a new one. + * + * @param OldObject The object you want to replace. + * @param NewObject The new object you want to use instead. + * + * @return The new object. + */ + function (OldObject, NewObject) { + var index = this.members.indexOf(OldObject); + if((index < 0) || (index >= this.members.length)) { + return null; + } + this.members[index] = NewObject; + return NewObject; + }; + Group.prototype.sort = /** + * Call this function to sort the group according to a particular value and order. + * For example, to sort game objects for Zelda-style overlaps you might call + * myGroup.sort("y",Group.ASCENDING) at the bottom of your + * FlxState.update() override. To sort all existing objects after + * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). + * + * @param Index The string name of the member variable you want to sort on. Default value is "y". + * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. + */ + function (Index, Order) { + if (typeof Index === "undefined") { Index = "y"; } + if (typeof Order === "undefined") { Order = Group.ASCENDING; } + this._sortIndex = Index; + this._sortOrder = Order; + this.members.sort(this.sortHandler); + }; + Group.prototype.setAll = /** + * Go through and set the specified variable to the specified value on all members of the group. + * + * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". + * @param Value The value you want to assign to that variable. + * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. + */ + function (VariableName, Value, Recurse) { + if (typeof Recurse === "undefined") { Recurse = true; } + var basic; + var i = 0; + while(i < length) { + basic = this.members[i++]; + if(basic != null) { + if(Recurse && (basic.isGroup == true)) { + basic['setAll'](VariableName, Value, Recurse); + } else { + basic[VariableName] = Value; + } + } + } + }; + Group.prototype.callAll = /** + * Go through and call the specified function on all members of the group. + * Currently only works on functions that have no required parameters. + * + * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". + * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. + */ + function (FunctionName, Recurse) { + if (typeof Recurse === "undefined") { Recurse = true; } var basic; var i = 0; while(i < this.length) { basic = this.members[i++]; if(basic != null) { - basic.destroy(); + if(Recurse && (basic.isGroup == true)) { + basic['callAll'](FunctionName, Recurse); + } else { + basic[FunctionName](); + } } } - this.members.length = 0; - } - this._sortIndex = null; - }; - Group.prototype.update = /** - * Automatically goes through and calls update on everything you added. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.active) { - basic.preUpdate(); - basic.update(); - basic.postUpdate(); - } - } - }; - Group.prototype.render = /** - * Automatically goes through and calls render on everything you added. - */ - function (camera, cameraOffsetX, cameraOffsetY) { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.visible) { - basic.render(camera, cameraOffsetX, cameraOffsetY); - } - } - }; - Object.defineProperty(Group.prototype, "maxSize", { - get: /** - * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. - */ - function () { - return this._maxSize; - }, - set: /** - * @private - */ - function (Size) { - this._maxSize = Size; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) { - return; - } - //If the max size has shrunk, we need to get rid of some objects + }; + Group.prototype.forEach = function (callback, Recurse) { + if (typeof Recurse === "undefined") { Recurse = false; } var basic; - var i = this._maxSize; - var l = this.members.length; - while(i < l) { + var i = 0; + while(i < this.length) { basic = this.members[i++]; if(basic != null) { - basic.destroy(); - } - } - this.length = this.members.length = this._maxSize; - }, - enumerable: true, - configurable: true - }); - Group.prototype.add = /** - * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group. - * Group will try to replace a null member of the array first. - * Failing that, Group will add it to the end of the member array, - * assuming there is room for it, and doubling the size of the array if necessary. - * - *

WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!

- * - * @param Object The object you want to add to the group. - * - * @return The same Basic object that was passed in. - */ - function (Object) { - //Don't bother adding an object twice. - if(this.members.indexOf(Object) >= 0) { - return Object; - } - //First, look for a null entry where we can add the object. - var i = 0; - var l = this.members.length; - while(i < l) { - if(this.members[i] == null) { - this.members[i] = Object; - if(i >= this.length) { - this.length = i + 1; - } - return Object; - } - i++; - } - //Failing that, expand the array (if we can) and add the object. - if(this._maxSize > 0) { - if(this.members.length >= this._maxSize) { - return Object; - } else if(this.members.length * 2 <= this._maxSize) { - this.members.length *= 2; - } else { - this.members.length = this._maxSize; - } - } else { - this.members.length *= 2; - } - //If we made it this far, then we successfully grew the group, - //and we can go ahead and add the object at the first open slot. - this.members[i] = Object; - this.length = i + 1; - return Object; - }; - Group.prototype.recycle = /** - * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. - * - *

If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.

- * - *

If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.

- * - *

WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!

- * - * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @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;). - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } else { - basic = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return basic; - } - } else { - basic = this.getFirstAvailable(ObjectClass); - if(basic != null) { - return basic; - } - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } - }; - Group.prototype.remove = /** - * Removes an object from the group. - * - * @param Object The Basic you want to remove. - * @param Splice Whether the object should be cut from the array entirely or not. - * - * @return The removed object. - */ - function (Object, Splice) { - if (typeof Splice === "undefined") { Splice = false; } - var index = this.members.indexOf(Object); - if((index < 0) || (index >= this.members.length)) { - return null; - } - if(Splice) { - this.members.splice(index, 1); - this.length--; - } else { - this.members[index] = null; - } - return Object; - }; - Group.prototype.replace = /** - * Replaces an existing Basic with a new one. - * - * @param OldObject The object you want to replace. - * @param NewObject The new object you want to use instead. - * - * @return The new object. - */ - function (OldObject, NewObject) { - var index = this.members.indexOf(OldObject); - if((index < 0) || (index >= this.members.length)) { - return null; - } - this.members[index] = NewObject; - return NewObject; - }; - Group.prototype.sort = /** - * Call this function to sort the group according to a particular value and order. - * For example, to sort game objects for Zelda-style overlaps you might call - * myGroup.sort("y",Group.ASCENDING) at the bottom of your - * FlxState.update() override. To sort all existing objects after - * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). - * - * @param Index The string name of the member variable you want to sort on. Default value is "y". - * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. - */ - function (Index, Order) { - if (typeof Index === "undefined") { Index = "y"; } - if (typeof Order === "undefined") { Order = Group.ASCENDING; } - this._sortIndex = Index; - this._sortOrder = Order; - this.members.sort(this.sortHandler); - }; - Group.prototype.setAll = /** - * Go through and set the specified variable to the specified value on all members of the group. - * - * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". - * @param Value The value you want to assign to that variable. - * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. - */ - function (VariableName, Value, Recurse) { - if (typeof Recurse === "undefined") { Recurse = true; } - var basic; - var i = 0; - while(i < length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic['setAll'](VariableName, Value, Recurse); - } else { - basic[VariableName] = Value; - } - } - } - }; - Group.prototype.callAll = /** - * Go through and call the specified function on all members of the group. - * Currently only works on functions that have no required parameters. - * - * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". - * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. - */ - function (FunctionName, Recurse) { - if (typeof Recurse === "undefined") { Recurse = true; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic['callAll'](FunctionName, Recurse); - } else { - basic[FunctionName](); - } - } - } - }; - Group.prototype.forEach = function (callback, Recurse) { - if (typeof Recurse === "undefined") { Recurse = false; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic.forEach(callback, true); - } else { - callback.call(this, basic); - } - } - } - }; - Group.prototype.getFirstAvailable = /** - * Call this function to retrieve the first object with exists == false in the group. - * This is handy for recycling in general, e.g. respawning enemies. - * - * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class. - * - * @return A Basic currently flagged as not existing. - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstNull = /** - * Call this function to retrieve the first index set to 'null'. - * Returns -1 if no index stores a null object. - * - * @return An int indicating the first null slot in the group. - */ - function () { - var basic; - var i = 0; - var l = this.members.length; - while(i < l) { - if(this.members[i] == null) { - return i; - } else { - i++; - } - } - return -1; - }; - Group.prototype.getFirstExtant = /** - * Call this function to retrieve the first object with exists == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as existing. - */ - function () { - var basic; - var i = 0; - while(i < length) { - basic = this.members[i++]; - if((basic != null) && basic.exists) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstAlive = /** - * Call this function to retrieve the first object with dead == false in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as not dead. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.alive) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstDead = /** - * Call this function to retrieve the first object with dead == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return A Basic currently flagged as dead. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && !basic.alive) { - return basic; - } - } - return null; - }; - Group.prototype.countLiving = /** - * Call this function to find out how many members of the group are not dead. - * - * @return The number of Basics flagged as not dead. Returns -1 if group is empty. - */ - function () { - var count = -1; - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(count < 0) { - count = 0; - } - if(basic.exists && basic.alive) { - count++; - } - } - } - return count; - }; - Group.prototype.countDead = /** - * Call this function to find out how many members of the group are dead. - * - * @return The number of Basics flagged as dead. Returns -1 if group is empty. - */ - function () { - var count = -1; - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(count < 0) { - count = 0; - } - if(!basic.alive) { - count++; - } - } - } - return count; - }; - Group.prototype.getRandom = /** - * Returns a member at random from the group. - * - * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param Length Optional restriction on the number of values you want to randomly select from. - * - * @return A Basic from the members list. - */ - function (StartIndex, Length) { - if (typeof StartIndex === "undefined") { StartIndex = 0; } - if (typeof Length === "undefined") { Length = 0; } - if(Length == 0) { - Length = this.length; - } - return this._game.math.getRandom(this.members, StartIndex, Length); - }; - Group.prototype.clear = /** - * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list. - * WARNING: does not destroy() or kill() any of these objects! - */ - function () { - this.length = this.members.length = 0; - }; - Group.prototype.kill = /** - * Calls kill on the group's members and then on the group itself. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists) { - basic.kill(); - } - } - }; - Group.prototype.sortHandler = /** - * Helper function for the sort process. - * - * @param Obj1 The first object being sorted. - * @param Obj2 The second object being sorted. - * - * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). - */ - function (Obj1, Obj2) { - if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) { - return this._sortOrder; - } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) { - return -this._sortOrder; - } - return 0; - }; - return Group; -})(Basic); -/// -/** -* This is a simple particle class that extends the default behavior -* of Sprite to have slightly more specialized behavior -* common to many game scenarios. You can override and extend this class -* just like you would Sprite. While Emitter -* used to work with just any old sprite, it now requires a -* Particle based class. -* -* @author Adam Atomic -* @author Richard Davey -*/ -var Particle = (function (_super) { - __extends(Particle, _super); - /** - * Instantiate a new particle. Like Sprite, all meaningful creation - * happens during loadGraphic() or makeGraphic() or whatever. - */ - function Particle(game) { - _super.call(this, game); - this.lifespan = 0; - this.friction = 500; - } - Particle.prototype.update = /** - * The particle's main update logic. Basically it checks to see if it should - * be dead yet, and then has some special bounce behavior if there is some gravity on it. - */ - function () { - //lifespan behavior - if(this.lifespan <= 0) { - return; - } - this.lifespan -= this._game.time.elapsed; - if(this.lifespan <= 0) { - this.kill(); - } - //simpler bounce/spin behavior for now - if(this.touching) { - if(this.angularVelocity != 0) { - this.angularVelocity = -this.angularVelocity; - } - } - if(this.acceleration.y > 0)//special behavior for particles with gravity - { - if(this.touching & GameObject.FLOOR) { - this.drag.x = this.friction; - if(!(this.wasTouching & GameObject.FLOOR)) { - if(this.velocity.y < -this.elasticity * 10) { - if(this.angularVelocity != 0) { - this.angularVelocity *= -this.elasticity; - } + if(Recurse && (basic.isGroup == true)) { + basic.forEach(callback, true); } else { - this.velocity.y = 0; - this.angularVelocity = 0; + callback.call(this, basic); } } - } else { - this.drag.x = 0; } - } - }; - Particle.prototype.onEmit = /** - * Triggered whenever this object is launched by a Emitter. - * You can override this to add custom behavior like a sound or AI or something. - */ - function () { - }; - return Particle; -})(Sprite); -/// -/// -/// -/** -* Emitter is a lightweight particle emitter. -* It can be used for one-time explosions or for -* continuous fx like rain and fire. Emitter -* is not optimized or anything; all it does is launch -* Particle objects out at set intervals -* by setting their positions and velocities accordingly. -* It is easy to use and relatively efficient, -* relying on Group's RECYCLE POWERS. -* -* @author Adam Atomic -* @author Richard Davey -*/ -var Emitter = (function (_super) { - __extends(Emitter, _super); - /** - * Creates a new FlxEmitter object at a specific position. - * Does NOT automatically generate or attach particles! - * - * @param X The X position of the emitter. - * @param Y The Y position of the emitter. - * @param Size Optional, specifies a maximum capacity for this emitter. - */ - function Emitter(game, X, Y, Size) { - if (typeof X === "undefined") { X = 0; } - if (typeof Y === "undefined") { Y = 0; } - if (typeof Size === "undefined") { Size = 0; } - _super.call(this, game, Size); - this.x = X; - this.y = Y; - this.width = 0; - this.height = 0; - this.minParticleSpeed = new Point(-100, -100); - this.maxParticleSpeed = new Point(100, 100); - this.minRotation = -360; - this.maxRotation = 360; - this.gravity = 0; - this.particleClass = null; - this.particleDrag = new Point(); - this.frequency = 0.1; - this.lifespan = 3; - this.bounce = 0; - this._quantity = 0; - this._counter = 0; - this._explode = true; - this.on = false; - this._point = new Point(); - } - Emitter.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.minParticleSpeed = null; - this.maxParticleSpeed = null; - this.particleDrag = null; - this.particleClass = null; - this._point = null; - _super.prototype.destroy.call(this); - }; - Emitter.prototype.makeParticles = /** - * 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 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). - */ - function (Graphics, Quantity, BakedRotations, Multiple, Collide) { - if (typeof Quantity === "undefined") { Quantity = 50; } - if (typeof BakedRotations === "undefined") { BakedRotations = 16; } - if (typeof Multiple === "undefined") { Multiple = false; } - if (typeof Collide === "undefined") { Collide = 0.8; } - this.maxSize = Quantity; - var totalFrames = 1; - /* - if(Multiple) - { - var sprite:Sprite = new Sprite(this._game); - sprite.loadGraphic(Graphics,true); - totalFrames = sprite.frames; - sprite.destroy(); - } + }; + Group.prototype.getFirstAvailable = /** + * Call this function to retrieve the first object with exists == false in the group. + * This is handy for recycling in general, e.g. respawning enemies. + * + * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class. + * + * @return A Basic currently flagged as not existing. */ - var randomFrame; - var particle; - var i = 0; - while(i < Quantity) { - if(this.particleClass == null) { - particle = new Particle(this._game); - } else { - particle = new this.particleClass(this._game); - } - if(Multiple) { - /* - randomFrame = this._game.math.random()*totalFrames; - if(BakedRotations > 0) - particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame); - else - { - particle.loadGraphic(Graphics,true); - particle.frame = randomFrame; - } - */ - } else { - /* - if (BakedRotations > 0) - particle.loadRotatedGraphic(Graphics,BakedRotations); - else - particle.loadGraphic(Graphics); - */ - if(Graphics) { - particle.loadGraphic(Graphics); + function (ObjectClass) { + if (typeof ObjectClass === "undefined") { ObjectClass = null; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) { + return basic; } } - if(Collide > 0) { - particle.width *= Collide; - particle.height *= Collide; - //particle.centerOffsets(); - } else { - particle.allowCollisions = GameObject.NONE; - } - particle.exists = false; - this.add(particle); - i++; - } - return this; - }; - Emitter.prototype.update = /** - * Called automatically by the game loop, decides when to launch particles and when to "die". - */ - function () { - if(this.on) { - if(this._explode) { - this.on = false; - var i = 0; - var l = this._quantity; - if((l <= 0) || (l > this.length)) { - l = this.length; - } - while(i < l) { - this.emitParticle(); + return null; + }; + Group.prototype.getFirstNull = /** + * Call this function to retrieve the first index set to 'null'. + * Returns -1 if no index stores a null object. + * + * @return An int indicating the first null slot in the group. + */ + function () { + var basic; + var i = 0; + var l = this.members.length; + while(i < l) { + if(this.members[i] == null) { + return i; + } else { i++; } - this._quantity = 0; - } else { - this._timer += this._game.time.elapsed; - while((this.frequency > 0) && (this._timer > this.frequency) && this.on) { - this._timer -= this.frequency; - this.emitParticle(); - if((this._quantity > 0) && (++this._counter >= this._quantity)) { - this.on = false; - this._quantity = 0; + } + return -1; + }; + Group.prototype.getFirstExtant = /** + * Call this function to retrieve the first object with exists == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as existing. + */ + function () { + var basic; + var i = 0; + while(i < length) { + basic = this.members[i++]; + if((basic != null) && basic.exists) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstAlive = /** + * Call this function to retrieve the first object with dead == false in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as not dead. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.alive) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstDead = /** + * Call this function to retrieve the first object with dead == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as dead. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && !basic.alive) { + return basic; + } + } + return null; + }; + Group.prototype.countLiving = /** + * Call this function to find out how many members of the group are not dead. + * + * @return The number of Basics flagged as not dead. Returns -1 if group is empty. + */ + function () { + var count = -1; + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(count < 0) { + count = 0; + } + if(basic.exists && basic.alive) { + count++; } } } - } - _super.prototype.update.call(this); - }; - Emitter.prototype.kill = /** - * Call this function to turn off all the particles and the emitter. - */ - function () { - this.on = false; - _super.prototype.kill.call(this); - }; - Emitter.prototype.start = /** - * Call this function to start emitting particles. - * - * @param Explode Whether the particles should all burst out at once. - * @param Lifespan How long each particle lives once emitted. 0 = forever. - * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds. - * @param Quantity How many particles to launch. 0 = "all of the particles". - */ - function (Explode, Lifespan, Frequency, Quantity) { - if (typeof Explode === "undefined") { Explode = true; } - if (typeof Lifespan === "undefined") { Lifespan = 0; } - if (typeof Frequency === "undefined") { Frequency = 0.1; } - if (typeof Quantity === "undefined") { Quantity = 0; } - this.revive(); - this.visible = true; - this.on = true; - this._explode = Explode; - this.lifespan = Lifespan; - this.frequency = Frequency; - this._quantity += Quantity; - this._counter = 0; - this._timer = 0; - }; - Emitter.prototype.emitParticle = /** - * This function can be used both internally and externally to emit the next particle. - */ - function () { - var particle = this.recycle(Particle); - particle.lifespan = this.lifespan; - particle.elasticity = this.bounce; - particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height); - particle.visible = true; - if(this.minParticleSpeed.x != this.maxParticleSpeed.x) { - particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x); - } else { - particle.velocity.x = this.minParticleSpeed.x; - } - if(this.minParticleSpeed.y != this.maxParticleSpeed.y) { - particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y); - } else { - particle.velocity.y = this.minParticleSpeed.y; - } - particle.acceleration.y = this.gravity; - if(this.minRotation != this.maxRotation) { - particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation); - } else { - particle.angularVelocity = this.minRotation; - } - if(particle.angularVelocity != 0) { - particle.angle = this._game.math.random() * 360 - 180; - } - particle.drag.x = this.particleDrag.x; - particle.drag.y = this.particleDrag.y; - particle.onEmit(); - }; - Emitter.prototype.setSize = /** - * A more compact way of setting the width and height of the emitter. - * - * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions). - * @param Height The desired height of the emitter. - */ - function (Width, Height) { - this.width = Width; - this.height = Height; - }; - Emitter.prototype.setXSpeed = /** - * A more compact way of setting the X velocity range of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - function (Min, Max) { - if (typeof Min === "undefined") { Min = 0; } - if (typeof Max === "undefined") { Max = 0; } - this.minParticleSpeed.x = Min; - this.maxParticleSpeed.x = Max; - }; - Emitter.prototype.setYSpeed = /** - * A more compact way of setting the Y velocity range of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - function (Min, Max) { - if (typeof Min === "undefined") { Min = 0; } - if (typeof Max === "undefined") { Max = 0; } - this.minParticleSpeed.y = Min; - this.maxParticleSpeed.y = Max; - }; - Emitter.prototype.setRotation = /** - * A more compact way of setting the angular velocity constraints of the emitter. - * - * @param Min The minimum value for this range. - * @param Max The maximum value for this range. - */ - function (Min, Max) { - if (typeof Min === "undefined") { Min = 0; } - if (typeof Max === "undefined") { Max = 0; } - this.minRotation = Min; - this.maxRotation = Max; - }; - Emitter.prototype.at = /** - * Change the emitter's midpoint to match the midpoint of a FlxObject. - * - * @param Object The FlxObject that you want to sync up with. - */ - function (Object) { - Object.getMidpoint(this._point); - this.x = this._point.x - (this.width >> 1); - this.y = this._point.y - (this.height >> 1); - }; - return Emitter; -})(Group); -/// -var Loader = (function () { - function Loader(game, callback) { - this._game = game; - this._gameCreateComplete = callback; - this._keys = []; - this._fileList = { + return count; }; - this._xhr = new XMLHttpRequest(); - } - Loader.prototype.checkKeyExists = function (key) { - if(this._fileList[key]) { - return true; - } else { - return false; - } - }; - Loader.prototype.addImageFile = function (key, url) { - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'image', - key: key, - url: url, - data: null, - error: false, - loaded: false + Group.prototype.countDead = /** + * Call this function to find out how many members of the group are dead. + * + * @return The number of Basics flagged as dead. Returns -1 if group is empty. + */ + function () { + var count = -1; + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(count < 0) { + count = 0; + } + if(!basic.alive) { + count++; + } + } + } + return count; + }; + Group.prototype.getRandom = /** + * Returns a member at random from the group. + * + * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param Length Optional restriction on the number of values you want to randomly select from. + * + * @return A Basic from the members list. + */ + function (StartIndex, Length) { + if (typeof StartIndex === "undefined") { StartIndex = 0; } + if (typeof Length === "undefined") { Length = 0; } + if(Length == 0) { + Length = this.length; + } + return this._game.math.getRandom(this.members, StartIndex, Length); + }; + Group.prototype.clear = /** + * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list. + * WARNING: does not destroy() or kill() any of these objects! + */ + function () { + this.length = this.members.length = 0; + }; + Group.prototype.kill = /** + * Calls kill on the group's members and then on the group itself. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists) { + basic.kill(); + } + } + }; + Group.prototype.sortHandler = /** + * Helper function for the sort process. + * + * @param Obj1 The first object being sorted. + * @param Obj2 The second object being sorted. + * + * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). + */ + function (Obj1, Obj2) { + if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) { + return this._sortOrder; + } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) { + return -this._sortOrder; + } + return 0; + }; + return Group; + })(Phaser.Basic); + Phaser.Group = Group; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Loader = (function () { + function Loader(game, callback) { + this._game = game; + this._gameCreateComplete = callback; + this._keys = []; + this._fileList = { }; - this._keys.push(key); + this._xhr = new XMLHttpRequest(); } - }; - Loader.prototype.addSpriteSheet = function (key, url, frameWidth, frameHeight, frameMax) { - if (typeof frameMax === "undefined") { frameMax = -1; } - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'spritesheet', - key: key, - url: url, - data: null, - frameWidth: frameWidth, - frameHeight: frameHeight, - frameMax: frameMax, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addTextureAtlas = function (key, url, jsonURL, jsonData) { - if (typeof jsonURL === "undefined") { jsonURL = null; } - if (typeof jsonData === "undefined") { jsonData = null; } - //console.log('addTextureAtlas'); - //console.log(typeof jsonData); - if(this.checkKeyExists(key) === false) { - if(jsonURL !== null) { - //console.log('A URL to a json file has been given'); - // A URL to a json file has been given + Loader.prototype.checkKeyExists = function (key) { + if(this._fileList[key]) { + return true; + } else { + return false; + } + }; + Loader.prototype.addImageFile = function (key, url) { + if(this.checkKeyExists(key) === false) { this._fileList[key] = { - type: 'textureatlas', + type: 'image', key: key, url: url, data: null, - jsonURL: jsonURL, - jsonData: null, error: false, loaded: false }; this._keys.push(key); - } else { - // A json string or object has been given - if(typeof jsonData === 'string') { - //console.log('A json string has been given'); - var data = JSON.parse(jsonData); - //console.log(data); - // Malformed? - if(data['frames']) { - //console.log('frames array found'); - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: url, - data: null, - jsonURL: null, - jsonData: data['frames'], - error: false, - loaded: false - }; - this._keys.push(key); - } - } else { - //console.log('A json object has been given', jsonData); - // Malformed? - if(jsonData['frames']) { - //console.log('frames array found'); - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: url, - data: null, - jsonURL: null, - jsonData: jsonData['frames'], - error: false, - loaded: false - }; - this._keys.push(key); - } - } } - } - }; - Loader.prototype.addAudioFile = function (key, url) { - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'audio', - key: key, - url: url, - data: null, - buffer: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addTextFile = function (key, url) { - if(this.checkKeyExists(key) === false) { - this._fileList[key] = { - type: 'text', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.removeFile = function (key) { - delete this._fileList[key]; - }; - Loader.prototype.removeAll = function () { - this._fileList = { }; - }; - Loader.prototype.load = function (onFileLoadCallback, onCompleteCallback) { - if (typeof onFileLoadCallback === "undefined") { onFileLoadCallback = null; } - if (typeof onCompleteCallback === "undefined") { onCompleteCallback = null; } - this.progress = 0; - this.hasLoaded = false; - this._onComplete = onCompleteCallback; - if(onCompleteCallback == null) { - this._onComplete = this._game.onCreateCallback; - } - this._onFileLoad = onFileLoadCallback; - if(this._keys.length > 0) { - this._progressChunk = 100 / this._keys.length; - this.loadFile(); - } else { - this.progress = 1; - this.hasLoaded = true; - this._gameCreateComplete.call(this._game); - if(this._onComplete !== null) { - this._onComplete.call(this._game.callbackContext); + Loader.prototype.addSpriteSheet = function (key, url, frameWidth, frameHeight, frameMax) { + if (typeof frameMax === "undefined") { frameMax = -1; } + if(this.checkKeyExists(key) === false) { + this._fileList[key] = { + type: 'spritesheet', + key: key, + url: url, + data: null, + frameWidth: frameWidth, + frameHeight: frameHeight, + frameMax: frameMax, + error: false, + loaded: false + }; + this._keys.push(key); } - } - }; - Loader.prototype.loadFile = function () { - var _this = this; - var file = this._fileList[this._keys.pop()]; - // Image or Data? - switch(file.type) { - case 'image': - case 'spritesheet': - case 'textureatlas': - file.data = new Image(); - file.data.name = file.key; - file.data.onload = function () { - return _this.fileComplete(file.key); - }; - file.data.onerror = function () { - return _this.fileError(file.key); - }; - file.data.src = file.url; - break; - case 'audio': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "arraybuffer"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - case 'text': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "text"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - } - }; - Loader.prototype.fileError = function (key) { - this._fileList[key].loaded = true; - this._fileList[key].error = true; - this.nextFile(key, false); - }; - Loader.prototype.fileComplete = function (key) { - var _this = this; - this._fileList[key].loaded = true; - var file = this._fileList[key]; - var loadNext = true; - switch(file.type) { - case 'image': - this._game.cache.addImage(file.key, file.url, file.data); - break; - case 'spritesheet': - this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); - break; - case 'textureatlas': - //console.log('texture atlas loaded'); - if(file.jsonURL == null) { - this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData); - } else { - // Load the JSON before carrying on with the next file - //console.log('Loading the JSON before carrying on with the next file'); - loadNext = false; - this._xhr.open("GET", file.jsonURL, true); - this._xhr.responseType = "text"; - this._xhr.onload = function () { - return _this.jsonLoadComplete(file.key); + }; + Loader.prototype.addTextureAtlas = function (key, url, jsonURL, jsonData) { + if (typeof jsonURL === "undefined") { jsonURL = null; } + if (typeof jsonData === "undefined") { jsonData = null; } + //console.log('addTextureAtlas'); + //console.log(typeof jsonData); + if(this.checkKeyExists(key) === false) { + if(jsonURL !== null) { + //console.log('A URL to a json file has been given'); + // A URL to a json file has been given + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: url, + data: null, + jsonURL: jsonURL, + jsonData: null, + error: false, + loaded: false }; - this._xhr.onerror = function () { - return _this.jsonLoadError(file.key); - }; - this._xhr.send(); - } - break; - case 'audio': - file.data = this._xhr.response; - this._game.cache.addSound(file.key, file.url, file.data); - break; - case 'text': - file.data = this._xhr.response; - this._game.cache.addText(file.key, file.url, file.data); - break; - } - if(loadNext) { - this.nextFile(key, true); - } - }; - Loader.prototype.jsonLoadComplete = function (key) { - //console.log('json load complete'); - var data = JSON.parse(this._xhr.response); - //console.log(data); - // Malformed? - if(data['frames']) { - var file = this._fileList[key]; - this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']); - } - this.nextFile(key, true); - }; - Loader.prototype.jsonLoadError = function (key) { - //console.log('json load error'); - var file = this._fileList[key]; - file.error = true; - this.nextFile(key, true); - }; - Loader.prototype.nextFile = function (previousKey, success) { - this.progress = Math.round(this.progress + this._progressChunk); - if(this._onFileLoad) { - this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); - } - if(this._keys.length > 0) { - this.loadFile(); - } else { - this.hasLoaded = true; - this.removeAll(); - this._gameCreateComplete.call(this._game); - if(this._onComplete !== null) { - this._onComplete.call(this._game.callbackContext); - } - } - }; - return Loader; -})(); -var SoundManager = (function () { - function SoundManager(game) { - this._context = null; - this._game = game; - if(game.device.webaudio == true) { - if(!!window['AudioContext']) { - this._context = new window['AudioContext'](); - } else if(!!window['webkitAudioContext']) { - this._context = new window['webkitAudioContext'](); - } - if(this._context !== null) { - this._gainNode = this._context.createGainNode(); - this._gainNode.connect(this._context.destination); - this._volume = 1; - } - } - } - SoundManager.prototype.mute = function () { - this._gainNode.gain.value = 0; - }; - SoundManager.prototype.unmute = function () { - this._gainNode.gain.value = this._volume; - }; - Object.defineProperty(SoundManager.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - this._gainNode.gain.value = this._volume; - }, - enumerable: true, - configurable: true - }); - SoundManager.prototype.decode = function (key, callback, sound) { - if (typeof callback === "undefined") { callback = null; } - if (typeof sound === "undefined") { sound = null; } - var soundData = this._game.cache.getSound(key); - if(soundData) { - if(this._game.cache.isSoundDecoded(key) === false) { - var that = this; - this._context.decodeAudioData(soundData, function (buffer) { - that._game.cache.decodedSound(key, buffer); - if(sound) { - sound.setDecodedBuffer(buffer); - } - callback(); - }); - } - } - }; - SoundManager.prototype.play = function (key, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - var _this = this; - if(this._context === null) { - return; - } - var soundData = this._game.cache.getSound(key); - if(soundData) { - // Does the sound need decoding? - if(this._game.cache.isSoundDecoded(key) === true) { - return new Sound(this._context, this._gainNode, soundData, volume, loop); - } else { - var tempSound = new Sound(this._context, this._gainNode, null, volume, loop); - // this is an async process, so we can return the Sound object anyway, it just won't be playing yet - this.decode(key, function () { - return _this.play(key); - }, tempSound); - return tempSound; - } - } - }; - return SoundManager; -})(); -var Sound = (function () { - function Sound(context, gainNode, data, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.loop = false; - this.isPlaying = false; - this.isDecoding = false; - this._context = context; - this._gainNode = gainNode; - this._buffer = data; - this._volume = volume; - this.loop = loop; - // Local volume control - if(this._context !== null) { - this._localGainNode = this._context.createGainNode(); - this._localGainNode.connect(this._gainNode); - this._localGainNode.gain.value = this._volume; - } - if(this._buffer === null) { - this.isDecoding = true; - } else { - this.play(); - } - } - Sound.prototype.setDecodedBuffer = function (data) { - this._buffer = data; - this.isDecoding = false; - this.play(); - }; - Sound.prototype.play = function () { - if(this._buffer === null || this.isDecoding === true) { - return; - } - this._sound = this._context.createBufferSource(); - this._sound.buffer = this._buffer; - this._sound.connect(this._localGainNode); - if(this.loop) { - this._sound.loop = true; - } - this._sound.noteOn(0)// the zero is vitally important, crashes iOS6 without it - ; - this.duration = this._sound.buffer.duration; - this.isPlaying = true; - }; - Sound.prototype.stop = function () { - if(this.isPlaying === true) { - this.isPlaying = false; - this._sound.noteOff(0); - } - }; - Sound.prototype.mute = function () { - this._localGainNode.gain.value = 0; - }; - Sound.prototype.unmute = function () { - this._localGainNode.gain.value = this._volume; - }; - Object.defineProperty(Sound.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - this._localGainNode.gain.value = this._volume; - }, - enumerable: true, - configurable: true - }); - return Sound; -})(); -/// -/* -* Based on code from Viewporter v2.0 -* http://github.com/zynga/viewporter -* -* Copyright 2011, Zynga Inc. -* Licensed under the MIT License. -* https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt -*/ -var StageScaleMode = (function () { - function StageScaleMode(game) { - var _this = this; - this._startHeight = 0; - this.width = 0; - this.height = 0; - this._game = game; - this.orientation = window['orientation']; - window.addEventListener('orientationchange', function (event) { - return _this.checkOrientation(event); - }, false); - } - StageScaleMode.EXACT_FIT = 0; - StageScaleMode.NO_SCALE = 1; - StageScaleMode.SHOW_ALL = 2; - StageScaleMode.prototype.update = function () { - if(this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { - this.refresh(); - } - }; - Object.defineProperty(StageScaleMode.prototype, "isLandscape", { - get: function () { - return window['orientation'] === 90 || window['orientation'] === -90; - }, - enumerable: true, - configurable: true - }); - StageScaleMode.prototype.checkOrientation = function (event) { - if(window['orientation'] !== this.orientation) { - this.refresh(); - this.orientation = window['orientation']; - } - }; - StageScaleMode.prototype.refresh = function () { - var _this = this; - // We can't do anything about the status bars in iPads, web apps or desktops - if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { - document.documentElement.style.minHeight = '5000px'; - this._startHeight = window.innerHeight; - if(this._game.device.android && this._game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - if(this._check == null) { - this._iterations = 40; - this._check = window.setInterval(function () { - return _this.setScreenSize(); - }, 10); - } - }; - StageScaleMode.prototype.setScreenSize = function () { - if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { - if(this._game.device.android && this._game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - this._iterations--; - if(window.innerHeight > this._startHeight || this._iterations < 0) { - // Set minimum height of content to new window height - document.documentElement.style.minHeight = window.innerHeight + 'px'; - if(this._game.stage.scaleMode == StageScaleMode.EXACT_FIT) { - if(this._game.stage.maxScaleX && window.innerWidth > this._game.stage.maxScaleX) { - this.width = this._game.stage.maxScaleX; + this._keys.push(key); } else { - this.width = window.innerWidth; - } - if(this._game.stage.maxScaleY && window.innerHeight > this._game.stage.maxScaleY) { - this.height = this._game.stage.maxScaleY; - } else { - this.height = window.innerHeight; - } - } else if(this._game.stage.scaleMode == StageScaleMode.SHOW_ALL) { - var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); - this.width = Math.round(this._game.stage.width * multiplier); - this.height = Math.round(this._game.stage.height * multiplier); - if(this._game.stage.maxScaleX && this.width > this._game.stage.maxScaleX) { - this.width = this._game.stage.maxScaleX; - } - if(this._game.stage.maxScaleY && this.height > this._game.stage.maxScaleY) { - this.height = this._game.stage.maxScaleY; - } - } - this._game.stage.canvas.style.width = this.width + 'px'; - this._game.stage.canvas.style.height = this.height + 'px'; - this._game.input.scaleX = this._game.stage.width / this.width; - this._game.input.scaleY = this._game.stage.height / this.height; - clearInterval(this._check); - this._check = null; - } - }; - return StageScaleMode; -})(); -/// -/// -/// -/// -var Stage = (function () { - function Stage(game, parent, width, height) { - var _this = this; - this.clear = true; - this.minScaleX = null; - this.maxScaleX = null; - this.minScaleY = null; - this.maxScaleY = null; - this._logo = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAO1JREFUeNpi/P//PwM6YGRkxBQEAqBaRnQxFmwa10d6MAjrMqMofHv5L1we2SBGmAtAktg0ogOQQYHLd8ANYYFpPtTmzUAMAFmwnsEDrAdkCAvMZlIAsiFMMAEYsKvaSrQhIMCELkGsV2AAbIC8gCQYgwKIUABiNYBf9yoYH7n7n6CzN274g2IYEyFbsNmKLIaSkHpP7WSwUfbA0ASzFQRslBlxp0RcAF0TRhggA3zhAJIDpUKU5A9KyshpHDkjFZu5g2nJMFcwXVJSgqIGnBKx5bKenh4w/XzVbgbPtlIUcVgSxuoCUgHIIIAAAwArtXwJBABO6QAAAABJRU5ErkJggg=="; - this._game = game; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - if(document.getElementById(parent)) { - document.getElementById(parent).appendChild(this.canvas); - document.getElementById(parent).style.overflow = 'hidden'; - } else { - document.body.appendChild(this.canvas); - } - this.context = this.canvas.getContext('2d'); - this.offset = this.getOffset(this.canvas); - this.bounds = new Rectangle(this.offset.x, this.offset.y, width, height); - this.aspectRatio = width / height; - this.scaleMode = StageScaleMode.NO_SCALE; - this.scale = new StageScaleMode(this._game); - //document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false); - //document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false); - window.onblur = function (event) { - return _this.visibilityChange(event); - }; - window.onfocus = function (event) { - return _this.visibilityChange(event); - }; - } - Stage.ORIENTATION_LANDSCAPE = 0; - Stage.ORIENTATION_PORTRAIT = 1; - Stage.prototype.update = function () { - this.scale.update(); - if(this.clear) { - // implement dirty rect? could take up more cpu time than it saves. needs benching. - this.context.clearRect(0, 0, this.width, this.height); - } - }; - Stage.prototype.renderDebugInfo = function () { - this.context.fillStyle = 'rgb(255,255,255)'; - this.context.fillText(Game.VERSION, 10, 20); - this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40); - this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60); - }; - Stage.prototype.visibilityChange = function (event) { - if(event.type == 'blur' && this._game.pause == false && this._game.isBooted == true) { - this._game.pause = true; - this.drawPauseScreen(); - } else if(event.type == 'focus') { - this._game.pause = false; - } - //if (document['hidden'] === true || document['webkitHidden'] === true) - }; - Stage.prototype.drawInitScreen = function () { - this.context.fillStyle = 'rgb(40, 40, 40)'; - this.context.fillRect(0, 0, this.width, this.height); - this.context.fillStyle = 'rgb(255,255,255)'; - this.context.font = 'bold 18px Arial'; - this.context.textBaseline = 'top'; - this.context.fillText(Game.VERSION, 54, 32); - this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 32, 64); - this.context.fillText('www.photonstorm.com', 32, 96); - this.context.font = '16px Arial'; - this.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 160); - this.context.fillText('functions in the Game constructor, or use Game.loadState()', 32, 184); - var image = new Image(); - var that = this; - image.onload = function () { - that.context.drawImage(image, 32, 32); - }; - image.src = this._logo; - }; - Stage.prototype.drawPauseScreen = function () { - this.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; - this.context.fillRect(0, 0, this.width, this.height); - // Draw a 'play' arrow - var arrowWidth = Math.round(this.width / 2); - var arrowHeight = Math.round(this.height / 2); - var sx = this.centerX - arrowWidth / 2; - var sy = this.centerY - arrowHeight / 2; - this.context.beginPath(); - this.context.moveTo(sx, sy); - this.context.lineTo(sx, sy + arrowHeight); - this.context.lineTo(sx + arrowWidth, this.centerY); - this.context.closePath(); - this.context.fillStyle = 'rgba(255, 255, 255, 0.8)'; - this.context.fill(); - }; - Stage.prototype.getOffset = function (element) { - var box = element.getBoundingClientRect(); - var clientTop = element.clientTop || document.body.clientTop || 0; - var clientLeft = element.clientLeft || document.body.clientLeft || 0; - var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; - var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; - return new Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); - }; - Object.defineProperty(Stage.prototype, "backgroundColor", { - get: function () { - return this._bgColor; - }, - set: function (color) { - this.canvas.style.backgroundColor = color; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "x", { - get: function () { - return this.bounds.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "y", { - get: function () { - return this.bounds.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - return Stage; -})(); -/// -var Time = (function () { - function Time(game) { - this.timeScale = 1.0; - this.elapsed = 0; - /** - * - * @property time - * @type Number - */ - this.time = 0; - /** - * - * @property now - * @type Number - */ - this.now = 0; - /** - * - * @property delta - * @type Number - */ - this.delta = 0; - this.fps = 0; - this.fpsMin = 1000; - this.fpsMax = 0; - this.msMin = 1000; - this.msMax = 0; - this.frames = 0; - this._timeLastSecond = 0; - this._started = Date.now(); - this._timeLastSecond = this._started; - this.time = this._started; - } - Object.defineProperty(Time.prototype, "totalElapsedSeconds", { - get: /** - * - * @method totalElapsedSeconds - * @return {Number} - */ - function () { - return (this.now - this._started) * 0.001; - }, - enumerable: true, - configurable: true - }); - Time.prototype.update = /** - * - * @method update - */ - function () { - // Can we use performance.now() ? - this.now = Date.now()// mark - ; - this.delta = this.now - this.time// elapsedMS - ; - this.msMin = Math.min(this.msMin, this.delta); - this.msMax = Math.max(this.msMax, this.delta); - this.frames++; - if(this.now > this._timeLastSecond + 1000) { - this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); - this.fpsMin = Math.min(this.fpsMin, this.fps); - this.fpsMax = Math.max(this.fpsMax, this.fps); - this._timeLastSecond = this.now; - this.frames = 0; - } - this.time = this.now// _total - ; - //// Lock the delta at 0.1 to minimise fps tunneling - //if (this.delta > 0.1) - //{ - // this.delta = 0.1; - //} - }; - Time.prototype.elapsedSince = /** - * - * @method elapsedSince - * @param {Number} since - * @return {Number} - */ - function (since) { - return this.now - since; - }; - Time.prototype.elapsedSecondsSince = /** - * - * @method elapsedSecondsSince - * @param {Number} since - * @return {Number} - */ - function (since) { - return (this.now - since) * 0.001; - }; - Time.prototype.reset = /** - * - * @method reset - */ - function () { - this._started = this.now; - }; - return Time; -})(); -/// -/// -/// -/// -/// -/** -* A Tilemap Buffer -* -* @author Richard Davey -*/ -var TilemapBuffer = (function () { - function TilemapBuffer(game, camera, tilemap, texture, tileOffsets) { - this._startX = 0; - this._maxX = 0; - this._startY = 0; - this._maxY = 0; - this._tx = 0; - this._ty = 0; - this._dx = 0; - this._dy = 0; - this._oldCameraX = 0; - this._oldCameraY = 0; - this._dirty = true; - //console.log('New TilemapBuffer created for Camera ' + camera.ID); - this._game = game; - this.camera = camera; - this._tilemap = tilemap; - this._texture = texture; - this._tileOffsets = tileOffsets; - //this.createCanvas(); - } - TilemapBuffer.prototype.createCanvas = function () { - this.canvas = document.createElement('canvas'); - this.canvas.width = this._game.stage.width; - this.canvas.height = this._game.stage.height; - this.context = this.canvas.getContext('2d'); - }; - TilemapBuffer.prototype.update = function () { - /* - if (this.camera.worldView.x !== this._oldCameraX || this.camera.worldView.y !== this._oldCameraY) - { - this._dirty = true; - } - - this._oldCameraX = this.camera.worldView.x; - this._oldCameraY = this.camera.worldView.y; - */ - }; - TilemapBuffer.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('TilemapBuffer', x, y); - this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14); - this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28); - this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42); - this._game.stage.context.fillText('Dirty: ' + this._dirty, x, y + 56); - }; - TilemapBuffer.prototype.render = function (dx, dy) { - /* - if (this._dirty == false) - { - this._game.stage.context.drawImage(this.canvas, 0, 0); - - return true; - } - */ - // Work out how many tiles we can fit into our camera and round it up for the edges - this._maxX = this._game.math.ceil(this.camera.width / this._tilemap.tileWidth) + 1; - this._maxY = this._game.math.ceil(this.camera.height / this._tilemap.tileHeight) + 1; - // And now work out where in the tilemap the camera actually is - this._startX = this._game.math.floor(this.camera.worldView.x / this._tilemap.tileWidth); - this._startY = this._game.math.floor(this.camera.worldView.y / this._tilemap.tileHeight); - // Tilemap bounds check - if(this._startX < 0) { - this._startX = 0; - } - if(this._startY < 0) { - this._startY = 0; - } - if(this._startX + this._maxX > this._tilemap.widthInTiles) { - this._startX = this._tilemap.widthInTiles - this._maxX; - } - if(this._startY + this._maxY > this._tilemap.heightInTiles) { - this._startY = this._tilemap.heightInTiles - this._maxY; - } - // Finally get the offset to avoid the blocky movement - this._dx = dx; - this._dy = dy; - this._dx += -(this.camera.worldView.x - (this._startX * this._tilemap.tileWidth)); - this._dy += -(this.camera.worldView.y - (this._startY * this._tilemap.tileHeight)); - this._tx = this._dx; - this._ty = this._dy; - for(var row = this._startY; row < this._startY + this._maxY; row++) { - this._columnData = this._tilemap.mapData[row]; - for(var tile = this._startX; tile < this._startX + this._maxX; tile++) { - if(this._tileOffsets[this._columnData[tile]]) { - //this.context.drawImage( - this._game.stage.context.drawImage(this._texture, // Source Image - this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image) - this._tileOffsets[this._columnData[tile]].y, // Source Y - this._tilemap.tileWidth, // Source Width - this._tilemap.tileHeight, // Source Height - this._tx, // Destination X (where on the canvas it'll be drawn) - this._ty, // Destination Y - this._tilemap.tileWidth, // Destination Width (always same as Source Width unless scaled) - this._tilemap.tileHeight); - // Destination Height (always same as Source Height unless scaled) - this._tx += this._tilemap.tileWidth; - } - } - this._tx = this._dx; - this._ty += this._tilemap.tileHeight; - } - //this._game.stage.context.drawImage(this.canvas, 0, 0); - //console.log('dirty cleaned'); - //this._dirty = false; - return true; - }; - return TilemapBuffer; -})(); -/// -/// -/// -/// -/// -var Tilemap = (function (_super) { - __extends(Tilemap, _super); - function Tilemap(game, key, mapData, format, tileWidth, tileHeight) { - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - _super.call(this, game); - this._dx = 0; - this._dy = 0; - this.widthInTiles = 0; - this.heightInTiles = 0; - this.widthInPixels = 0; - this.heightInPixels = 0; - // How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this) - // The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles) - this.tileBoundary = 10; - this._texture = this._game.cache.getImage(key); - this._tilemapBuffers = []; - this.isGroup = false; - this.tileWidth = tileWidth; - this.tileHeight = tileHeight; - this.boundsInTiles = new Rectangle(); - this.mapFormat = format; - switch(format) { - case Tilemap.FORMAT_CSV: - this.parseCSV(game.cache.getText(mapData)); - break; - case Tilemap.FORMAT_TILED_JSON: - this.parseTiledJSON(game.cache.getText(mapData)); - break; - } - this.parseTileOffsets(); - this.createTilemapBuffers(); - } - Tilemap.FORMAT_CSV = 0; - Tilemap.FORMAT_TILED_JSON = 1; - Tilemap.prototype.parseCSV = function (data) { - //console.log('parseMapData'); - this.mapData = []; - // Trim any rogue whitespace from the data - data = data.trim(); - var rows = data.split("\n"); - //console.log('rows', rows); - for(var i = 0; i < rows.length; i++) { - var column = rows[i].split(","); - //console.log('column', column); - var output = []; - if(column.length > 0) { - // Set the width based on the first row - if(this.widthInTiles == 0) { - // Maybe -1? - this.widthInTiles = column.length; - } - // We have a new row of tiles - this.heightInTiles++; - // Parse it - for(var c = 0; c < column.length; c++) { - output[c] = parseInt(column[c]); - } - this.mapData.push(output); - } - } - //console.log('final map array'); - //console.log(this.mapData); - if(this.widthInTiles > 0) { - this.widthInPixels = this.tileWidth * this.widthInTiles; - } - if(this.heightInTiles > 0) { - this.heightInPixels = this.tileHeight * this.heightInTiles; - } - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - }; - Tilemap.prototype.parseTiledJSON = function (data) { - console.log('parseTiledJSON'); - this.mapData = []; - // Trim any rogue whitespace from the data - data = data.trim(); - // We ought to change this soon, so we have layer support, but for now let's just get it working - var json = JSON.parse(data); - // Right now we assume no errors at all with the parsing (safe I know) - this.tileWidth = json.tilewidth; - this.tileHeight = json.tileheight; - // Parse the first layer only - this.widthInTiles = json.layers[0].width; - this.heightInTiles = json.layers[0].height; - this.widthInPixels = this.widthInTiles * this.tileWidth; - this.heightInPixels = this.heightInTiles * this.tileHeight; - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - console.log('width in tiles', this.widthInTiles); - console.log('height in tiles', this.heightInTiles); - console.log('width in px', this.widthInPixels); - console.log('height in px', this.heightInPixels); - // Now let's get the data - var c = 0; - var row; - for(var i = 0; i < json.layers[0].data.length; i++) { - if(c == 0) { - row = []; - } - row.push(json.layers[0].data[i]); - c++; - if(c == this.widthInTiles) { - this.mapData.push(row); - c = 0; - } - } - //console.log('mapData'); - //console.log(this.mapData); - }; - Tilemap.prototype.getMapSegment = function (area) { - }; - Tilemap.prototype.createTilemapBuffers = function () { - var cams = this._game.world.getAllCameras(); - for(var i = 0; i < cams.length; i++) { - this._tilemapBuffers[cams[i].ID] = new TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets); - } - }; - Tilemap.prototype.parseTileOffsets = function () { - this._tileOffsets = []; - var i = 0; - if(this.mapFormat == Tilemap.FORMAT_TILED_JSON) { - // For some reason Tiled counts from 1 not 0 - this._tileOffsets[0] = null; - i = 1; - } - for(var ty = 0; ty < this._texture.height; ty += this.tileHeight) { - for(var tx = 0; tx < this._texture.width; tx += this.tileWidth) { - this._tileOffsets[i] = { - x: tx, - y: ty - }; - i++; - } - } - }; - Tilemap.prototype.update = /* - // Use a Signal? - public addTilemapBuffers(camera:Camera) { - - console.log('added new camera to tilemap'); - this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets); - - } - */ - function () { - // Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer - this._tilemapBuffers[0].update(); - }; - Tilemap.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._tilemapBuffers[0].renderDebugInfo(x, y, color); - }; - Tilemap.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1) { - return false; - } - this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - if(this._tilemapBuffers[camera.ID]) { - //this._tilemapBuffers[camera.ID].render(this._dx, this._dy); - this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY); - } - return true; - }; - return Tilemap; -})(GameObject); -/// -/** -* A miniature linked list class. -* Useful for optimizing time-critical or highly repetitive tasks! -* See QuadTree for how to use it, IF YOU DARE. -*/ -var LinkedList = (function () { - /** - * Creates a new link, and sets object and next to null. - */ - function LinkedList() { - this.object = null; - this.next = null; - } - LinkedList.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.object = null; - if(this.next != null) { - this.next.destroy(); - } - this.next = null; - }; - return LinkedList; -})(); -/// -/// -/// -/** -* A fairly generic quad tree structure for rapid overlap checks. -* QuadTree is also configured for single or dual list operation. -* You can add items either to its A list or its B list. -* When you do an overlap check, you can compare the A list to itself, -* or the A list against the B list. Handy for different things! -*/ -var QuadTree = (function (_super) { - __extends(QuadTree, _super); - /** - * Instantiate a new Quad Tree node. - * - * @param X The X-coordinate of the point in space. - * @param Y The Y-coordinate of the point in space. - * @param Width Desired width of this node. - * @param Height Desired height of this node. - * @param Parent The parent branch or node. Pass null to create a root. - */ - function QuadTree(X, Y, Width, Height, Parent) { - if (typeof Parent === "undefined") { Parent = null; } - _super.call(this, X, Y, Width, Height); - //console.log('-------- QuadTree',X,Y,Width,Height); - this._headA = this._tailA = new LinkedList(); - this._headB = this._tailB = new LinkedList(); - //Copy the parent's children (if there are any) - if(Parent != null) { - //console.log('Parent not null'); - var iterator; - var ot; - if(Parent._headA.object != null) { - iterator = Parent._headA; - //console.log('iterator set to parent headA'); - while(iterator != null) { - if(this._tailA.object != null) { - ot = this._tailA; - this._tailA = new LinkedList(); - ot.next = this._tailA; - } - this._tailA.object = iterator.object; - iterator = iterator.next; - } - } - if(Parent._headB.object != null) { - iterator = Parent._headB; - //console.log('iterator set to parent headB'); - while(iterator != null) { - if(this._tailB.object != null) { - ot = this._tailB; - this._tailB = new LinkedList(); - ot.next = this._tailB; - } - this._tailB.object = iterator.object; - iterator = iterator.next; - } - } - } else { - QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); - } - this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); - //console.log('canSubdivided', this._canSubdivide); - //Set up comparison/sort helpers - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - this._leftEdge = this.x; - this._rightEdge = this.x + this.width; - this._halfWidth = this.width / 2; - this._midpointX = this._leftEdge + this._halfWidth; - this._topEdge = this.y; - this._bottomEdge = this.y + this.height; - this._halfHeight = this.height / 2; - this._midpointY = this._topEdge + this._halfHeight; - } - QuadTree.A_LIST = 0; - QuadTree.B_LIST = 1; - QuadTree.prototype.destroy = /** - * Clean up memory. - */ - function () { - this._tailA.destroy(); - this._tailB.destroy(); - this._headA.destroy(); - this._headB.destroy(); - this._tailA = null; - this._tailB = null; - this._headA = null; - this._headB = null; - if(this._northWestTree != null) { - this._northWestTree.destroy(); - } - if(this._northEastTree != null) { - this._northEastTree.destroy(); - } - if(this._southEastTree != null) { - this._southEastTree.destroy(); - } - if(this._southWestTree != null) { - this._southWestTree.destroy(); - } - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - QuadTree._object = null; - QuadTree._processingCallback = null; - QuadTree._notifyCallback = null; - }; - QuadTree.prototype.load = /** - * Load objects and/or groups into the quad tree, and register notify and processing callbacks. - * - * @param ObjectOrGroup1 Any object that is or extends GameObject or Group. - * @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. - * @param NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true. - * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate(). - */ - function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } - //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2); - this.add(ObjectOrGroup1, QuadTree.A_LIST); - if(ObjectOrGroup2 != null) { - this.add(ObjectOrGroup2, QuadTree.B_LIST); - QuadTree._useBothLists = true; - } else { - QuadTree._useBothLists = false; - } - QuadTree._notifyCallback = NotifyCallback; - QuadTree._processingCallback = ProcessCallback; - //console.log('use both', QuadTree._useBothLists); - //console.log('------------ end of load'); - }; - QuadTree.prototype.add = /** - * Call this function to add an object to the root of the tree. - * This function will recursively add all group members, but - * not the groups themselves. - * - * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. - * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. - */ - function (ObjectOrGroup, List) { - QuadTree._list = List; - if(ObjectOrGroup.isGroup == true) { - var i = 0; - var basic; - var members = ObjectOrGroup['members']; - var l = ObjectOrGroup['length']; - while(i < l) { - basic = members[i++]; - if((basic != null) && basic.exists) { - if(basic.isGroup) { - this.add(basic, List); + // A json string or object has been given + if(typeof jsonData === 'string') { + //console.log('A json string has been given'); + var data = JSON.parse(jsonData); + //console.log(data); + // Malformed? + if(data['frames']) { + //console.log('frames array found'); + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: url, + data: null, + jsonURL: null, + jsonData: data['frames'], + error: false, + loaded: false + }; + this._keys.push(key); + } } else { - QuadTree._object = basic; - if(QuadTree._object.exists && QuadTree._object.allowCollisions) { - QuadTree._objectLeftEdge = QuadTree._object.x; - QuadTree._objectTopEdge = QuadTree._object.y; - QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; - QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; - this.addObject(); + //console.log('A json object has been given', jsonData); + // Malformed? + if(jsonData['frames']) { + //console.log('frames array found'); + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: url, + data: null, + jsonURL: null, + jsonData: jsonData['frames'], + error: false, + loaded: false + }; + this._keys.push(key); } } } } - } else { - QuadTree._object = ObjectOrGroup; - //console.log('add - not group:', ObjectOrGroup.name); - if(QuadTree._object.exists && QuadTree._object.allowCollisions) { - QuadTree._objectLeftEdge = QuadTree._object.x; - QuadTree._objectTopEdge = QuadTree._object.y; - QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; - QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; - //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge); - this.addObject(); - } - } - }; - QuadTree.prototype.addObject = /** - * Internal function for recursively navigating and creating the tree - * while adding objects to the appropriate nodes. - */ - function () { - //console.log('addObject'); - //If this quad (not its children) lies entirely inside this object, add it here - if(!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) { - //console.log('add To List'); - this.addToList(); - return; - } - //See if the selected object fits completely inside any of the quadrants - if((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) { - if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { - //console.log('Adding NW tree'); - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - return; - } - if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { - //console.log('Adding SW tree'); - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - return; - } - } - if((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) { - if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { - //console.log('Adding NE tree'); - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - return; - } - if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { - //console.log('Adding SE tree'); - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - return; - } - } - //If it wasn't completely contained we have to check out the partial overlaps - if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - //console.log('added to north west partial tree'); - this._northWestTree.addObject(); - } - if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - //console.log('added to north east partial tree'); - this._northEastTree.addObject(); - } - if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - //console.log('added to south east partial tree'); - this._southEastTree.addObject(); - } - if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - //console.log('added to south west partial tree'); - this._southWestTree.addObject(); - } - }; - QuadTree.prototype.addToList = /** - * Internal function for recursively adding objects to leaf lists. - */ - function () { - //console.log('Adding to List'); - var ot; - if(QuadTree._list == QuadTree.A_LIST) { - //console.log('A LIST'); - if(this._tailA.object != null) { - ot = this._tailA; - this._tailA = new LinkedList(); - ot.next = this._tailA; - } - this._tailA.object = QuadTree._object; - } else { - //console.log('B LIST'); - if(this._tailB.object != null) { - ot = this._tailB; - this._tailB = new LinkedList(); - ot.next = this._tailB; - } - this._tailB.object = QuadTree._object; - } - if(!this._canSubdivide) { - return; - } - if(this._northWestTree != null) { - this._northWestTree.addToList(); - } - if(this._northEastTree != null) { - this._northEastTree.addToList(); - } - if(this._southEastTree != null) { - this._southEastTree.addToList(); - } - if(this._southWestTree != null) { - this._southWestTree.addToList(); - } - }; - QuadTree.prototype.execute = /** - * QuadTree's other main function. Call this after adding objects - * using QuadTree.load() to compare the objects that you loaded. - * - * @return Whether or not any overlaps were found. - */ - function () { - //console.log('quadtree execute'); - var overlapProcessed = false; - var iterator; - if(this._headA.object != null) { - //console.log('---------------------------------------------------'); - //console.log('headA iterator'); - iterator = this._headA; - while(iterator != null) { - QuadTree._object = iterator.object; - if(QuadTree._useBothLists) { - QuadTree._iterator = this._headB; - } else { - QuadTree._iterator = iterator.next; - } - if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { - //console.log('headA iterator overlapped true'); - overlapProcessed = true; - } - iterator = iterator.next; - } - } - //Advance through the tree by calling overlap on each child - if((this._northWestTree != null) && this._northWestTree.execute()) { - //console.log('NW quadtree execute'); - overlapProcessed = true; - } - if((this._northEastTree != null) && this._northEastTree.execute()) { - //console.log('NE quadtree execute'); - overlapProcessed = true; - } - if((this._southEastTree != null) && this._southEastTree.execute()) { - //console.log('SE quadtree execute'); - overlapProcessed = true; - } - if((this._southWestTree != null) && this._southWestTree.execute()) { - //console.log('SW quadtree execute'); - overlapProcessed = true; - } - return overlapProcessed; - }; - QuadTree.prototype.overlapNode = /** - * An private for comparing an object against the contents of a node. - * - * @return Whether or not any overlaps were found. - */ - function () { - //console.log('overlapNode'); - //Walk the list and check for overlaps - var overlapProcessed = false; - var checkObject; - while(QuadTree._iterator != null) { - if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) { - //console.log('break 1'); - break; - } - checkObject = QuadTree._iterator.object; - if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { - //console.log('break 2'); - QuadTree._iterator = QuadTree._iterator.next; - continue; - } - //calculate bulk hull for QuadTree._object - QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x; - QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y; - QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x; - QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth); - QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y; - QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight); - //calculate bulk hull for checkObject - QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x; - QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y; - QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x; - QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth); - QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y; - QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight); - //check for intersection of the two hulls - if((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) { - //console.log('intersection!'); - //Execute callback functions if they exist - if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) { - overlapProcessed = true; - } - if(overlapProcessed && (QuadTree._notifyCallback != null)) { - QuadTree._notifyCallback(QuadTree._object, checkObject); - } - } - QuadTree._iterator = QuadTree._iterator.next; - } - return overlapProcessed; - }; - return QuadTree; -})(Rectangle); -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -var World = (function () { - function World(game, width, height) { - this._game = game; - this._cameras = new Cameras(this._game, 0, 0, width, height); - this._game.camera = this._cameras.current; - this.group = new Group(this._game, 0); - this.bounds = new Rectangle(0, 0, width, height); - this.worldDivisions = 6; - } - World.prototype.update = function () { - this.group.preUpdate(); - this.group.update(); - this.group.postUpdate(); - this._cameras.update(); - }; - World.prototype.render = function () { - // Unlike in flixel our render process is camera driven, not group driven - this._cameras.render(); - }; - World.prototype.destroy = function () { - this.group.destroy(); - this._cameras.destroy(); - }; - World.prototype.setSize = // World methods - function (width, height, updateCameraBounds) { - if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; } - this.bounds.width = width; - this.bounds.height = height; - if(updateCameraBounds == true) { - this._game.camera.setBounds(0, 0, width, height); - } - }; - Object.defineProperty(World.prototype, "width", { - get: function () { - return this.bounds.width; - }, - set: function (value) { - this.bounds.width = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "height", { - get: function () { - return this.bounds.height; - }, - set: function (value) { - this.bounds.height = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - World.prototype.addExistingCamera = // Cameras - function (cam) { - //return this._cameras.addCamera(x, y, width, height); - return cam; - }; - World.prototype.createCamera = function (x, y, width, height) { - return this._cameras.addCamera(x, y, width, height); - }; - World.prototype.removeCamera = function (id) { - return this._cameras.removeCamera(id); - }; - World.prototype.getAllCameras = function () { - return this._cameras.getAll(); - }; - World.prototype.addExistingSprite = // Sprites - function (sprite) { - return this.group.add(sprite); - }; - World.prototype.createSprite = function (x, y, key) { - if (typeof key === "undefined") { key = ''; } - return this.group.add(new Sprite(this._game, x, y, key)); - }; - World.prototype.createDynamicTexture = function (key, width, height) { - return new DynamicTexture(this._game, key, width, height); - }; - World.prototype.createGroup = function (MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - return this.group.add(new Group(this._game, MaxSize)); - }; - World.prototype.createTilemap = // Tilemaps - function (key, mapData, format, tileWidth, tileHeight) { - return this.group.add(new Tilemap(this._game, key, mapData, format, tileWidth, tileHeight)); - }; - World.prototype.createParticle = // Emitters - function () { - return new Particle(this._game); - }; - World.prototype.createEmitter = function (x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - return this.group.add(new Emitter(this._game, x, y, size)); - }; - World.prototype.overlap = // Collision - /** - * Call this function to see if one GameObject overlaps another. - * Can be called with one object and one group, or two groups, or two objects, - * whatever floats your boat! For maximum performance try bundling a lot of objects - * together using a FlxGroup (or even bundling groups together!). - * - *

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

- * - * @param ObjectOrGroup1 The first object or group you want to check. - * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group. - * @param NotifyCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. - * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects! - * - * @return Whether any overlaps were detected. - */ - function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { - if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } - if(ObjectOrGroup1 == null) { - ObjectOrGroup1 = this.group; - } - if(ObjectOrGroup2 == ObjectOrGroup1) { - ObjectOrGroup2 = null; - } - QuadTree.divisions = this.worldDivisions; - var quadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height); - quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback); - var result = quadTree.execute(); - quadTree.destroy(); - quadTree = null; - return result; - }; - World.separate = /** - * The main collision resolution in flixel. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated. - */ - function separate(Object1, Object2) { - var separatedX = World.separateX(Object1, Object2); - var separatedY = World.separateY(Object1, Object2); - return separatedX || separatedY; - }; - World.separateX = /** - * The X-axis component of the object separation process. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated along the X axis. - */ - function separateX(Object1, Object2) { - //can't separate two immovable objects - var obj1immovable = Object1.immovable; - var obj2immovable = Object2.immovable; - if(obj1immovable && obj2immovable) { - return false; - } - //If one of the objects is a tilemap, just pass it off. - /* - if (typeof Object1 === 'FlxTilemap') - { - return Object1.overlapsWithCallback(Object2, separateX); - } - - if (typeof Object2 === 'FlxTilemap') - { - return Object2.overlapsWithCallback(Object1, separateX, true); - } - */ - //First, get the two object deltas - var overlap = 0; - var obj1delta = Object1.x - Object1.last.x; - var obj2delta = Object2.x - Object2.last.x; - if(obj1delta != obj2delta) { - //Check if the X hulls actually overlap - var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; - var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; - var obj1rect = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height); - var obj2rect = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height); - if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { - var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS; - //If they did overlap (and can), figure out by how much and flip the corresponding flags - if(obj1delta > obj2delta) { - overlap = Object1.x + Object1.width - Object2.x; - if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT)) { - overlap = 0; - } else { - Object1.touching |= GameObject.RIGHT; - Object2.touching |= GameObject.LEFT; - } - } else if(obj1delta < obj2delta) { - overlap = Object1.x - Object2.width - Object2.x; - if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT)) { - overlap = 0; - } else { - Object1.touching |= GameObject.LEFT; - Object2.touching |= GameObject.RIGHT; - } - } - } - } - //Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - var obj1v = Object1.velocity.x; - var obj2v = Object2.velocity.x; - if(!obj1immovable && !obj2immovable) { - overlap *= 0.5; - Object1.x = Object1.x - overlap; - Object2.x += overlap; - var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); - var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); - var average = (obj1velocity + obj2velocity) * 0.5; - obj1velocity -= average; - obj2velocity -= average; - Object1.velocity.x = average + obj1velocity * Object1.elasticity; - Object2.velocity.x = average + obj2velocity * Object2.elasticity; - } else if(!obj1immovable) { - Object1.x = Object1.x - overlap; - Object1.velocity.x = obj2v - obj1v * Object1.elasticity; - } else if(!obj2immovable) { - Object2.x += overlap; - Object2.velocity.x = obj1v - obj2v * Object2.elasticity; - } - return true; - } else { - return false; - } - }; - World.separateY = /** - * The Y-axis component of the object separation process. - * - * @param Object1 Any Sprite. - * @param Object2 Any other Sprite. - * - * @return Whether the objects in fact touched and were separated along the Y axis. - */ - function separateY(Object1, Object2) { - //can't separate two immovable objects - var obj1immovable = Object1.immovable; - var obj2immovable = Object2.immovable; - if(obj1immovable && obj2immovable) { - return false; - } - //If one of the objects is a tilemap, just pass it off. - /* - if (typeof Object1 === 'FlxTilemap') - { - return Object1.overlapsWithCallback(Object2, separateY); - } - - if (typeof Object2 === 'FlxTilemap') - { - return Object2.overlapsWithCallback(Object1, separateY, true); - } - */ - //First, get the two object deltas - var overlap = 0; - var obj1delta = Object1.y - Object1.last.y; - var obj2delta = Object2.y - Object2.last.y; - if(obj1delta != obj2delta) { - //Check if the Y hulls actually overlap - var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; - var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; - var obj1rect = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs); - var obj2rect = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs); - if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { - var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS; - //If they did overlap (and can), figure out by how much and flip the corresponding flags - if(obj1delta > obj2delta) { - overlap = Object1.y + Object1.height - Object2.y; - if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP)) { - overlap = 0; - } else { - Object1.touching |= GameObject.DOWN; - Object2.touching |= GameObject.UP; - } - } else if(obj1delta < obj2delta) { - overlap = Object1.y - Object2.height - Object2.y; - if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN)) { - overlap = 0; - } else { - Object1.touching |= GameObject.UP; - Object2.touching |= GameObject.DOWN; - } - } - } - } - //Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - var obj1v = Object1.velocity.y; - var obj2v = Object2.velocity.y; - if(!obj1immovable && !obj2immovable) { - overlap *= 0.5; - Object1.y = Object1.y - overlap; - Object2.y += overlap; - var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); - var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); - var average = (obj1velocity + obj2velocity) * 0.5; - obj1velocity -= average; - obj2velocity -= average; - Object1.velocity.y = average + obj1velocity * Object1.elasticity; - Object2.velocity.y = average + obj2velocity * Object2.elasticity; - } else if(!obj1immovable) { - Object1.y = Object1.y - overlap; - Object1.velocity.y = obj2v - obj1v * Object1.elasticity; - //This is special case code that handles cases like horizontal moving platforms you can ride - if(Object2.active && Object2.moves && (obj1delta > obj2delta)) { - Object1.x += Object2.x - Object2.last.x; - } - } else if(!obj2immovable) { - Object2.y += overlap; - Object2.velocity.y = obj1v - obj2v * Object2.elasticity; - //This is special case code that handles cases like horizontal moving platforms you can ride - if(Object1.active && Object1.moves && (obj1delta < obj2delta)) { - Object2.x += Object1.x - Object1.last.x; - } - } - return true; - } else { - return false; - } - }; - return World; -})(); -/// -/// -var Mouse = (function () { - function Mouse(game) { - this._x = 0; - this._y = 0; - this.isDown = false; - this.isUp = true; - this.timeDown = 0; - this.duration = 0; - this.timeUp = 0; - this._game = game; - this.start(); - } - Mouse.LEFT_BUTTON = 0; - Mouse.MIDDLE_BUTTON = 1; - Mouse.RIGHT_BUTTON = 2; - Mouse.prototype.start = function () { - var _this = this; - this._game.stage.canvas.addEventListener('mousedown', function (event) { - return _this.onMouseDown(event); - }, true); - this._game.stage.canvas.addEventListener('mousemove', function (event) { - return _this.onMouseMove(event); - }, true); - this._game.stage.canvas.addEventListener('mouseup', function (event) { - return _this.onMouseUp(event); - }, true); - }; - Mouse.prototype.reset = function () { - this.isDown = false; - this.isUp = true; - }; - Mouse.prototype.onMouseDown = function (event) { - this.button = event.button; - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - this.isDown = true; - this.isUp = false; - this.timeDown = this._game.time.now; - }; - Mouse.prototype.update = function () { - //this._game.input.x = this._x * this._game.input.scaleX; - //this._game.input.y = this._y * this._game.input.scaleY; - if(this.isDown) { - this.duration = this._game.time.now - this.timeDown; - } - }; - Mouse.prototype.onMouseMove = function (event) { - this.button = event.button; - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - }; - Mouse.prototype.onMouseUp = function (event) { - this.button = event.button; - this.isDown = false; - this.isUp = true; - this.timeUp = this._game.time.now; - this.duration = this.timeUp - this.timeDown; - this._x = event.clientX - this._game.stage.x; - this._y = event.clientY - this._game.stage.y; - this._game.input.x = this._x * this._game.input.scaleX; - this._game.input.y = this._y * this._game.input.scaleY; - }; - return Mouse; -})(); -/// -/// -var Keyboard = (function () { - function Keyboard(game) { - this._keys = { }; - this._game = game; - this.start(); - } - Keyboard.prototype.start = function () { - var _this = this; - document.body.addEventListener('keydown', function (event) { - return _this.onKeyDown(event); - }, false); - document.body.addEventListener('keyup', function (event) { - return _this.onKeyUp(event); - }, false); - }; - Keyboard.prototype.onKeyDown = function (event) { - //event.preventDefault(); - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: true, - timeDown: this._game.time.now, - timeUp: 0 + Loader.prototype.addAudioFile = function (key, url) { + if(this.checkKeyExists(key) === false) { + this._fileList[key] = { + type: 'audio', + key: key, + url: url, + data: null, + buffer: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.addTextFile = function (key, url) { + if(this.checkKeyExists(key) === false) { + this._fileList[key] = { + type: 'text', + key: key, + url: url, + data: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.removeFile = function (key) { + delete this._fileList[key]; + }; + Loader.prototype.removeAll = function () { + this._fileList = { }; - } else { - this._keys[event.keyCode].isDown = true; - this._keys[event.keyCode].timeDown = this._game.time.now; + }; + Loader.prototype.load = function (onFileLoadCallback, onCompleteCallback) { + if (typeof onFileLoadCallback === "undefined") { onFileLoadCallback = null; } + if (typeof onCompleteCallback === "undefined") { onCompleteCallback = null; } + this.progress = 0; + this.hasLoaded = false; + this._onComplete = onCompleteCallback; + if(onCompleteCallback == null) { + this._onComplete = this._game.onCreateCallback; + } + this._onFileLoad = onFileLoadCallback; + if(this._keys.length > 0) { + this._progressChunk = 100 / this._keys.length; + this.loadFile(); + } else { + this.progress = 1; + this.hasLoaded = true; + this._gameCreateComplete.call(this._game); + if(this._onComplete !== null) { + this._onComplete.call(this._game.callbackContext); + } + } + }; + Loader.prototype.loadFile = function () { + var _this = this; + var file = this._fileList[this._keys.pop()]; + // Image or Data? + switch(file.type) { + case 'image': + case 'spritesheet': + case 'textureatlas': + file.data = new Image(); + file.data.name = file.key; + file.data.onload = function () { + return _this.fileComplete(file.key); + }; + file.data.onerror = function () { + return _this.fileError(file.key); + }; + file.data.src = file.url; + break; + case 'audio': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "arraybuffer"; + this._xhr.onload = function () { + return _this.fileComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.fileError(file.key); + }; + this._xhr.send(); + break; + case 'text': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "text"; + this._xhr.onload = function () { + return _this.fileComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.fileError(file.key); + }; + this._xhr.send(); + break; + } + }; + Loader.prototype.fileError = function (key) { + this._fileList[key].loaded = true; + this._fileList[key].error = true; + this.nextFile(key, false); + }; + Loader.prototype.fileComplete = function (key) { + var _this = this; + this._fileList[key].loaded = true; + var file = this._fileList[key]; + var loadNext = true; + switch(file.type) { + case 'image': + this._game.cache.addImage(file.key, file.url, file.data); + break; + case 'spritesheet': + this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); + break; + case 'textureatlas': + //console.log('texture atlas loaded'); + if(file.jsonURL == null) { + this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData); + } else { + // Load the JSON before carrying on with the next file + //console.log('Loading the JSON before carrying on with the next file'); + loadNext = false; + this._xhr.open("GET", file.jsonURL, true); + this._xhr.responseType = "text"; + this._xhr.onload = function () { + return _this.jsonLoadComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.jsonLoadError(file.key); + }; + this._xhr.send(); + } + break; + case 'audio': + file.data = this._xhr.response; + this._game.cache.addSound(file.key, file.url, file.data); + break; + case 'text': + file.data = this._xhr.response; + this._game.cache.addText(file.key, file.url, file.data); + break; + } + if(loadNext) { + this.nextFile(key, true); + } + }; + Loader.prototype.jsonLoadComplete = function (key) { + //console.log('json load complete'); + var data = JSON.parse(this._xhr.response); + //console.log(data); + // Malformed? + if(data['frames']) { + var file = this._fileList[key]; + this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']); + } + this.nextFile(key, true); + }; + Loader.prototype.jsonLoadError = function (key) { + //console.log('json load error'); + var file = this._fileList[key]; + file.error = true; + this.nextFile(key, true); + }; + Loader.prototype.nextFile = function (previousKey, success) { + this.progress = Math.round(this.progress + this._progressChunk); + if(this._onFileLoad) { + this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); + } + if(this._keys.length > 0) { + this.loadFile(); + } else { + this.hasLoaded = true; + this.removeAll(); + this._gameCreateComplete.call(this._game); + if(this._onComplete !== null) { + this._onComplete.call(this._game.callbackContext); + } + } + }; + return Loader; + })(); + Phaser.Loader = Loader; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Motion +*/ +var Phaser; +(function (Phaser) { + var Motion = (function () { + function Motion(game) { + this._game = game; } - }; - Keyboard.prototype.onKeyUp = function (event) { - //event.preventDefault(); - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: false, - timeDown: 0, - timeUp: this._game.time.now - }; - } else { - this._keys[event.keyCode].isDown = false; - this._keys[event.keyCode].timeUp = this._game.time.now; - } - }; - Keyboard.prototype.reset = function () { - for(var key in this._keys) { - this._keys[key].isDown = false; - } - }; - Keyboard.prototype.justPressed = function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.justReleased = function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.isDown = function (keycode) { - if(this._keys[keycode]) { - return this._keys[keycode].isDown; - } else { - return false; - } - }; - Keyboard.A = "A".charCodeAt(0); - Keyboard.B = "B".charCodeAt(0); - Keyboard.C = "C".charCodeAt(0); - Keyboard.D = "D".charCodeAt(0); - Keyboard.E = "E".charCodeAt(0); - Keyboard.F = "F".charCodeAt(0); - Keyboard.G = "G".charCodeAt(0); - Keyboard.H = "H".charCodeAt(0); - Keyboard.I = "I".charCodeAt(0); - Keyboard.J = "J".charCodeAt(0); - Keyboard.K = "K".charCodeAt(0); - Keyboard.L = "L".charCodeAt(0); - Keyboard.M = "M".charCodeAt(0); - Keyboard.N = "N".charCodeAt(0); - Keyboard.O = "O".charCodeAt(0); - Keyboard.P = "P".charCodeAt(0); - Keyboard.Q = "Q".charCodeAt(0); - Keyboard.R = "R".charCodeAt(0); - Keyboard.S = "S".charCodeAt(0); - Keyboard.T = "T".charCodeAt(0); - Keyboard.U = "U".charCodeAt(0); - Keyboard.V = "V".charCodeAt(0); - Keyboard.W = "W".charCodeAt(0); - Keyboard.X = "X".charCodeAt(0); - Keyboard.Y = "Y".charCodeAt(0); - Keyboard.Z = "Z".charCodeAt(0); - Keyboard.ZERO = "0".charCodeAt(0); - Keyboard.ONE = "1".charCodeAt(0); - Keyboard.TWO = "2".charCodeAt(0); - Keyboard.THREE = "3".charCodeAt(0); - Keyboard.FOUR = "4".charCodeAt(0); - Keyboard.FIVE = "5".charCodeAt(0); - Keyboard.SIX = "6".charCodeAt(0); - Keyboard.SEVEN = "7".charCodeAt(0); - Keyboard.EIGHT = "8".charCodeAt(0); - Keyboard.NINE = "9".charCodeAt(0); - Keyboard.NUMPAD_0 = 96; - Keyboard.NUMPAD_1 = 97; - Keyboard.NUMPAD_2 = 98; - Keyboard.NUMPAD_3 = 99; - Keyboard.NUMPAD_4 = 100; - Keyboard.NUMPAD_5 = 101; - Keyboard.NUMPAD_6 = 102; - Keyboard.NUMPAD_7 = 103; - Keyboard.NUMPAD_8 = 104; - Keyboard.NUMPAD_9 = 105; - Keyboard.NUMPAD_MULTIPLY = 106; - Keyboard.NUMPAD_ADD = 107; - Keyboard.NUMPAD_ENTER = 108; - Keyboard.NUMPAD_SUBTRACT = 109; - Keyboard.NUMPAD_DECIMAL = 110; - Keyboard.NUMPAD_DIVIDE = 111; - Keyboard.F1 = 112; - Keyboard.F2 = 113; - Keyboard.F3 = 114; - Keyboard.F4 = 115; - Keyboard.F5 = 116; - Keyboard.F6 = 117; - Keyboard.F7 = 118; - Keyboard.F8 = 119; - Keyboard.F9 = 120; - Keyboard.F10 = 121; - Keyboard.F11 = 122; - Keyboard.F12 = 123; - Keyboard.F13 = 124; - Keyboard.F14 = 125; - Keyboard.F15 = 126; - Keyboard.COLON = 186; - Keyboard.EQUALS = 187; - Keyboard.UNDERSCORE = 189; - Keyboard.QUESTION_MARK = 191; - Keyboard.TILDE = 192; - Keyboard.OPEN_BRACKET = 219; - Keyboard.BACKWARD_SLASH = 220; - Keyboard.CLOSED_BRACKET = 221; - Keyboard.QUOTES = 222; - Keyboard.BACKSPACE = 8; - Keyboard.TAB = 9; - Keyboard.CLEAR = 12; - Keyboard.ENTER = 13; - Keyboard.SHIFT = 16; - Keyboard.CONTROL = 17; - Keyboard.ALT = 18; - Keyboard.CAPS_LOCK = 20; - Keyboard.ESC = 27; - Keyboard.SPACEBAR = 32; - Keyboard.PAGE_UP = 33; - Keyboard.PAGE_DOWN = 34; - Keyboard.END = 35; - Keyboard.HOME = 36; - Keyboard.LEFT = 37; - Keyboard.UP = 38; - Keyboard.RIGHT = 39; - Keyboard.DOWN = 40; - Keyboard.INSERT = 45; - Keyboard.DELETE = 46; - Keyboard.HELP = 47; - Keyboard.NUM_LOCK = 144; - return Keyboard; -})(); + Motion.prototype.computeVelocity = /** + * A tween-like function that takes a starting velocity + * and some other factors and returns an altered velocity. + * + * @param Velocity Any component of velocity (e.g. 20). + * @param Acceleration Rate at which the velocity is changing. + * @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. + * @param Max An absolute value cap for the velocity. + * + * @return The altered Velocity value. + */ + function (Velocity, Acceleration, Drag, Max) { + if (typeof Acceleration === "undefined") { Acceleration = 0; } + if (typeof Drag === "undefined") { Drag = 0; } + if (typeof Max === "undefined") { Max = 10000; } + if(Acceleration !== 0) { + Velocity += Acceleration * this._game.time.elapsed; + } else if(Drag !== 0) { + var drag = Drag * this._game.time.elapsed; + if(Velocity - drag > 0) { + Velocity = Velocity - drag; + } else if(Velocity + drag < 0) { + Velocity += drag; + } else { + Velocity = 0; + } + } + if((Velocity != 0) && (Max != 10000)) { + if(Velocity > Max) { + Velocity = Max; + } else if(Velocity < -Max) { + Velocity = -Max; + } + } + return Velocity; + }; + Motion.prototype.velocityFromAngle = /** + * Given the angle and speed calculate the velocity and return it as a Point + * + * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * @param speed The speed it will move, in pixels per second sq + * + * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value + */ + function (angle, speed) { + var a = this._game.math.degreesToRadians(angle); + return new Phaser.Point((Math.cos(a) * speed), (Math.sin(a) * speed)); + }; + Motion.prototype.moveTowardsObject = /** + * Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * If you need the object to accelerate, see accelerateTowardsObject() instead + * Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all) + * + * @param source The Sprite on which the velocity will be set + * @param dest The Sprite where the source object will move to + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + function (source, dest, speed, maxTime) { + if (typeof speed === "undefined") { speed = 60; } + if (typeof maxTime === "undefined") { maxTime = 0; } + var a = this.angleBetween(source, dest); + if(maxTime > 0) { + var d = this.distanceBetween(source, dest); + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + }; + Motion.prototype.accelerateTowardsObject = /** + * Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsObject() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param dest The Sprite where the source object will move towards + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + function (source, dest, speed, xSpeedMax, ySpeedMax) { + var a = this.angleBetween(source, dest); + source.velocity.x = 0; + source.velocity.y = 0; + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + }; + Motion.prototype.moveTowardsMouse = /** + * Move the given Sprite towards the mouse pointer coordinates at a steady velocity + * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * + * @param source The Sprite to move + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + function (source, speed, maxTime) { + if (typeof speed === "undefined") { speed = 60; } + if (typeof maxTime === "undefined") { maxTime = 0; } + var a = this.angleBetweenMouse(source); + if(maxTime > 0) { + var d = this.distanceToMouse(source); + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + }; + Motion.prototype.accelerateTowardsMouse = /** + * Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsMouse() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + function (source, speed, xSpeedMax, ySpeedMax) { + var a = this.angleBetweenMouse(source); + source.velocity.x = 0; + source.velocity.y = 0; + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + }; + Motion.prototype.moveTowardsPoint = /** + * Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * + * @param source The Sprite to move + * @param target The Point coordinates to move the source Sprite towards + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + function (source, target, speed, maxTime) { + if (typeof speed === "undefined") { speed = 60; } + if (typeof maxTime === "undefined") { maxTime = 0; } + var a = this.angleBetweenPoint(source, target); + if(maxTime > 0) { + var d = this.distanceToPoint(source, target); + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + }; + Motion.prototype.accelerateTowardsPoint = /** + * Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsPoint() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param target The Point coordinates to move the source Sprite towards + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + function (source, target, speed, xSpeedMax, ySpeedMax) { + var a = this.angleBetweenPoint(source, target); + source.velocity.x = 0; + source.velocity.y = 0; + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + }; + Motion.prototype.distanceBetween = /** + * Find the distance (in pixels, rounded) between two Sprites, taking their origin into account + * + * @param a The first Sprite + * @param b The second Sprite + * @return int Distance (in pixels) + */ + function (a, b) { + var dx = (a.x + a.origin.x) - (b.x + b.origin.x); + var dy = (a.y + a.origin.y) - (b.y + b.origin.y); + return this._game.math.vectorLength(dx, dy); + }; + Motion.prototype.distanceToPoint = /** + * Find the distance (in pixels, rounded) from an Sprite to the given Point, taking the source origin into account + * + * @param a The Sprite + * @param target The Point + * @return int Distance (in pixels) + */ + function (a, target) { + var dx = (a.x + a.origin.x) - (target.x); + var dy = (a.y + a.origin.y) - (target.y); + return this._game.math.vectorLength(dx, dy); + }; + Motion.prototype.distanceToMouse = /** + * Find the distance (in pixels, rounded) from the object x/y and the mouse x/y + * + * @param a The Sprite to test against + * @return int The distance between the given sprite and the mouse coordinates + */ + function (a) { + var dx = (a.x + a.origin.x) - this._game.input.x; + var dy = (a.y + a.origin.y) - this._game.input.y; + return this._game.math.vectorLength(dx, dy); + }; + Motion.prototype.angleBetweenPoint = /** + * Find the angle (in radians) between an Sprite and an Point. The source sprite takes its x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Sprite to test from + * @param target The Point to angle the Sprite towards + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + function (a, target, asDegrees) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + var dx = (target.x) - (a.x + a.origin.x); + var dy = (target.y) - (a.y + a.origin.y); + if(asDegrees) { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } else { + return Math.atan2(dy, dx); + } + }; + Motion.prototype.angleBetween = /** + * Find the angle (in radians) between the two Sprite, taking their x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Sprite to test from + * @param b The Sprite to test to + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + function (a, b, asDegrees) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + var dx = (b.x + b.origin.x) - (a.x + a.origin.x); + var dy = (b.y + b.origin.y) - (a.y + a.origin.y); + if(asDegrees) { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } else { + return Math.atan2(dy, dx); + } + }; + Motion.prototype.velocityFromFacing = /** + * Given the GameObject and speed calculate the velocity and return it as an Point based on the direction the sprite is facing + * + * @param parent The Sprite to get the facing value from + * @param speed The speed it will move, in pixels per second sq + * + * @return An Point where Point.x contains the velocity x value and Point.y contains the velocity y value + */ + function (parent, speed) { + var a; + if(parent.facing == Phaser.Collision.LEFT) { + a = this._game.math.degreesToRadians(180); + } else if(parent.facing == Phaser.Collision.RIGHT) { + a = this._game.math.degreesToRadians(0); + } else if(parent.facing == Phaser.Collision.UP) { + a = this._game.math.degreesToRadians(-90); + } else if(parent.facing == Phaser.Collision.DOWN) { + a = this._game.math.degreesToRadians(90); + } + return new Phaser.Point(Math.cos(a) * speed, Math.sin(a) * speed); + }; + Motion.prototype.angleBetweenMouse = /** + * Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Object to test from + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + function (a, asDegrees) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + // In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates) + var p = a.getScreenXY(); + var dx = a._game.input.x - p.x; + var dy = a._game.input.y - p.y; + if(asDegrees) { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } else { + return Math.atan2(dy, dx); + } + }; + return Motion; + })(); + Phaser.Motion = Motion; +})(Phaser || (Phaser = {})); /// /* * SignalBinding @@ -6010,106 +6128,113 @@ var Keyboard = (function () { * @author Miller Medeiros, JS Signals * */ -var SignalBinding = (function () { - /** - * Object that represents a binding between a Signal and a listener function. - *
- This is an internal constructor and shouldn't be called by regular users. - *
- inspired by Joa Ebert AS3 SignalBinding and Robert Penner's Slot classes. - * @author Miller Medeiros - * @constructor - * @internal - * @name SignalBinding - * @param {Signal} signal Reference to Signal object that listener is currently bound to. - * @param {Function} listener Handler function bound to the signal. - * @param {boolean} isOnce If binding should be executed just once. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. (default = 0). - */ - function SignalBinding(signal, listener, isOnce, listenerContext, priority) { - if (typeof priority === "undefined") { priority = 0; } +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var SignalBinding = (function () { /** - * If binding is active and should be executed. - * @type boolean + * Object that represents a binding between a Signal and a listener function. + *
- This is an internal constructor and shouldn't be called by regular users. + *
- inspired by Joa Ebert AS3 SignalBinding and Robert Penner's Slot classes. + * @author Miller Medeiros + * @constructor + * @internal + * @name SignalBinding + * @param {Signal} signal Reference to Signal object that listener is currently bound to. + * @param {Function} listener Handler function bound to the signal. + * @param {boolean} isOnce If binding should be executed just once. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. (default = 0). */ - this.active = true; - /** - * Default parameters passed to listener during `Signal.dispatch` and `SignalBinding.execute`. (curried parameters) - * @type Array|null - */ - this.params = null; - this._listener = listener; - this._isOnce = isOnce; - this.context = listenerContext; - this._signal = signal; - this.priority = priority || 0; - } - SignalBinding.prototype.execute = /** - * Call listener passing arbitrary parameters. - *

If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.

- * @param {Array} [paramsArr] Array of parameters that should be passed to the listener - * @return {*} Value returned by the listener. - */ - function (paramsArr) { - var handlerReturn; - var params; - if(this.active && !!this._listener) { - params = this.params ? this.params.concat(paramsArr) : paramsArr; - handlerReturn = this._listener.apply(this.context, params); - if(this._isOnce) { - this.detach(); - } + function SignalBinding(signal, listener, isOnce, listenerContext, priority) { + if (typeof priority === "undefined") { priority = 0; } + /** + * If binding is active and should be executed. + * @type boolean + */ + this.active = true; + /** + * Default parameters passed to listener during `Signal.dispatch` and `SignalBinding.execute`. (curried parameters) + * @type Array|null + */ + this.params = null; + this._listener = listener; + this._isOnce = isOnce; + this.context = listenerContext; + this._signal = signal; + this.priority = priority || 0; } - return handlerReturn; - }; - SignalBinding.prototype.detach = /** - * Detach binding from signal. - * - alias to: mySignal.remove(myBinding.getListener()); - * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. - */ - function () { - return this.isBound() ? this._signal.remove(this._listener, this.context) : null; - }; - SignalBinding.prototype.isBound = /** - * @return {Boolean} `true` if binding is still bound to the signal and have a listener. - */ - function () { - return (!!this._signal && !!this._listener); - }; - SignalBinding.prototype.isOnce = /** - * @return {boolean} If SignalBinding will only be executed once. - */ - function () { - return this._isOnce; - }; - SignalBinding.prototype.getListener = /** - * @return {Function} Handler function bound to the signal. - */ - function () { - return this._listener; - }; - SignalBinding.prototype.getSignal = /** - * @return {Signal} Signal that listener is currently bound to. - */ - function () { - return this._signal; - }; - SignalBinding.prototype._destroy = /** - * Delete instance properties - * @private - */ - function () { - delete this._signal; - delete this._listener; - delete this.context; - }; - SignalBinding.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; - }; - return SignalBinding; -})(); + SignalBinding.prototype.execute = /** + * Call listener passing arbitrary parameters. + *

If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.

+ * @param {Array} [paramsArr] Array of parameters that should be passed to the listener + * @return {*} Value returned by the listener. + */ + function (paramsArr) { + var handlerReturn; + var params; + if(this.active && !!this._listener) { + params = this.params ? this.params.concat(paramsArr) : paramsArr; + handlerReturn = this._listener.apply(this.context, params); + if(this._isOnce) { + this.detach(); + } + } + return handlerReturn; + }; + SignalBinding.prototype.detach = /** + * Detach binding from signal. + * - alias to: mySignal.remove(myBinding.getListener()); + * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. + */ + function () { + return this.isBound() ? this._signal.remove(this._listener, this.context) : null; + }; + SignalBinding.prototype.isBound = /** + * @return {Boolean} `true` if binding is still bound to the signal and have a listener. + */ + function () { + return (!!this._signal && !!this._listener); + }; + SignalBinding.prototype.isOnce = /** + * @return {boolean} If SignalBinding will only be executed once. + */ + function () { + return this._isOnce; + }; + SignalBinding.prototype.getListener = /** + * @return {Function} Handler function bound to the signal. + */ + function () { + return this._listener; + }; + SignalBinding.prototype.getSignal = /** + * @return {Signal} Signal that listener is currently bound to. + */ + function () { + return this._signal; + }; + SignalBinding.prototype._destroy = /** + * Delete instance properties + * @private + */ + function () { + delete this._signal; + delete this._listener; + delete this.context; + }; + SignalBinding.prototype.toString = /** + * @return {string} String representation of the object. + */ + function () { + return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; + }; + return SignalBinding; + })(); + Phaser.SignalBinding = SignalBinding; +})(Phaser || (Phaser = {})); /// /* * Signal @@ -6131,610 +6256,2761 @@ var SignalBinding = (function () { * @author Miller Medeiros * @constructor */ -var Signal = (function () { - function Signal() { - /** - * - * @property _bindings - * @type Array - * @private - */ - this._bindings = []; - /** - * - * @property _prevParams - * @type Any - * @private - */ - this._prevParams = null; - /** - * If Signal should keep record of previously dispatched parameters and - * automatically execute listener during `add()`/`addOnce()` if Signal was - * already dispatched before. - * @type boolean - */ - this.memorize = false; - /** - * @type boolean - * @private - */ - this._shouldPropagate = true; - /** - * If Signal is active and should broadcast events. - *

IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.

- * @type boolean - */ - this.active = true; - } - Signal.VERSION = '1.0.0'; - Signal.prototype.validateListener = /** - * - * @method validateListener - * @param {Any} listener - * @param {Any} fnName - */ - function (listener, fnName) { - if(typeof listener !== 'function') { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } - }; - Signal.prototype._registerListener = /** - * @param {Function} listener - * @param {boolean} isOnce - * @param {Object} [listenerContext] - * @param {Number} [priority] - * @return {SignalBinding} - * @private - */ - function (listener, isOnce, listenerContext, priority) { - var prevIndex = this._indexOfListener(listener, listenerContext); - var binding; - if(prevIndex !== -1) { - binding = this._bindings[prevIndex]; - if(binding.isOnce() !== isOnce) { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); - } - } else { - binding = new SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); - } - if(this.memorize && this._prevParams) { - binding.execute(this._prevParams); - } - return binding; - }; - Signal.prototype._addBinding = /** - * - * @method _addBinding - * @param {SignalBinding} binding - * @private - */ - function (binding) { - //simplified insertion sort - var n = this._bindings.length; - do { - --n; - }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); - this._bindings.splice(n + 1, 0, binding); - }; - Signal.prototype._indexOfListener = /** - * - * @method _indexOfListener - * @param {Function} listener - * @return {number} - * @private - */ - function (listener, context) { - var n = this._bindings.length; - var cur; - while(n--) { - cur = this._bindings[n]; - if(cur.getListener() === listener && cur.context === context) { - return n; - } - } - return -1; - }; - Signal.prototype.has = /** - * Check if listener was attached to Signal. - * @param {Function} listener - * @param {Object} [context] - * @return {boolean} if Signal has the specified listener. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - return this._indexOfListener(listener, context) !== -1; - }; - Signal.prototype.add = /** - * Add a listener to the signal. - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'add'); - return this._registerListener(listener, false, listenerContext, priority); - }; - Signal.prototype.addOnce = /** - * Add listener to the signal that should be removed after first execution (will be executed only once). - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'addOnce'); - return this._registerListener(listener, true, listenerContext, priority); - }; - Signal.prototype.remove = /** - * Remove a single listener from the dispatch queue. - * @param {Function} listener Handler function that should be removed. - * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). - * @return {Function} Listener handler function. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - this.validateListener(listener, 'remove'); - var i = this._indexOfListener(listener, context); - if(i !== -1) { - this._bindings[i]._destroy()//no reason to a SignalBinding exist if it isn't attached to a signal - ; - this._bindings.splice(i, 1); - } - return listener; - }; - Signal.prototype.removeAll = /** - * Remove all listeners from the Signal. - */ - function () { - var n = this._bindings.length; - while(n--) { - this._bindings[n]._destroy(); - } - this._bindings.length = 0; - }; - Signal.prototype.getNumListeners = /** - * @return {number} Number of listeners attached to the Signal. - */ - function () { - return this._bindings.length; - }; - Signal.prototype.halt = /** - * Stop propagation of the event, blocking the dispatch to next listeners on the queue. - *

IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.

- * @see Signal.prototype.disable - */ - function () { - this._shouldPropagate = false; - }; - Signal.prototype.dispatch = /** - * Dispatch/Broadcast Signal to all listeners added to the queue. - * @param {...*} [params] Parameters that should be passed to each handler. - */ - function () { - var paramsArr = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - paramsArr[_i] = arguments[_i + 0]; - } - if(!this.active) { - return; - } - var n = this._bindings.length; - var bindings; - if(this.memorize) { - this._prevParams = paramsArr; - } - if(!n) { - //should come after memorize - return; - } - bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch - ; - this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. - ; - //execute all callbacks until end of the list or until a callback returns `false` or stops propagation - //reverse loop since listeners with higher priority will be added at the end of the list - do { - n--; - }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); - }; - Signal.prototype.forget = /** - * Forget memorized arguments. - * @see Signal.memorize - */ - function () { - this._prevParams = null; - }; - Signal.prototype.dispose = /** - * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). - *

IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.

- */ - function () { - this.removeAll(); - delete this._bindings; - delete this._prevParams; - }; - Signal.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - }; - return Signal; -})(); -/// /** -* Geom - Circle -* -* @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. -* -* @version 1.2 - 27th February 2013 -* @author Richard Davey -* @author Ross Kettle -* -* @todo Intersections +* Phaser */ -var Circle = (function () { - /** - * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. - * @class Circle - * @constructor - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @return {Circle} This circle object - **/ - function Circle(x, y, diameter) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof diameter === "undefined") { diameter = 0; } - /** - * The diameter of the circle - * @property _diameter - * @type Number - **/ - this._diameter = 0; - /** - * The radius of the circle - * @property _radius - * @type Number - **/ - this._radius = 0; - /** - * The x coordinate of the center of the circle - * @property x - * @type Number - **/ - this.x = 0; - /** - * The y coordinate of the center of the circle - * @property y - * @type Number - **/ - this.y = 0; - this.setTo(x, y, diameter); - } - Circle.prototype.diameter = /** - * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. - * @method diameter - * @param {Number} The diameter of the circle. - * @return {Number} - **/ - function (value) { - if(value && value > 0) { - this._diameter = value; - this._radius = value * 0.5; +var Phaser; +(function (Phaser) { + var Signal = (function () { + function Signal() { + /** + * + * @property _bindings + * @type Array + * @private + */ + this._bindings = []; + /** + * + * @property _prevParams + * @type Any + * @private + */ + this._prevParams = null; + /** + * If Signal should keep record of previously dispatched parameters and + * automatically execute listener during `add()`/`addOnce()` if Signal was + * already dispatched before. + * @type boolean + */ + this.memorize = false; + /** + * @type boolean + * @private + */ + this._shouldPropagate = true; + /** + * If Signal is active and should broadcast events. + *

IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.

+ * @type boolean + */ + this.active = true; } - return this._diameter; - }; - Circle.prototype.radius = /** - * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. - * @method radius - * @param {Number} The radius of the circle. - **/ - function (value) { - if(value && value > 0) { - this._radius = value; - this._diameter = value * 2; - } - return this._radius; - }; - Circle.prototype.circumference = /** - * The circumference of the circle. - * @method circumference - * @return {Number} - **/ - function () { - return 2 * (Math.PI * this._radius); - }; - Circle.prototype.bottom = /** - * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The value to adjust the height of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value < this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius(value - this.y); + Signal.VERSION = '1.0.0'; + Signal.prototype.validateListener = /** + * + * @method validateListener + * @param {Any} listener + * @param {Any} fnName + */ + function (listener, fnName) { + if(typeof listener !== 'function') { + throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); } - } - return this.y + this._radius; - }; - Circle.prototype.left = /** - * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method left - * @param {Number} The value to adjust the position of the leftmost point of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value < this.x) { - this.radius(this.x - value); + }; + Signal.prototype._registerListener = /** + * @param {Function} listener + * @param {boolean} isOnce + * @param {Object} [listenerContext] + * @param {Number} [priority] + * @return {SignalBinding} + * @private + */ + function (listener, isOnce, listenerContext, priority) { + var prevIndex = this._indexOfListener(listener, listenerContext); + var binding; + if(prevIndex !== -1) { + binding = this._bindings[prevIndex]; + if(binding.isOnce() !== isOnce) { + throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); + } } else { - this._radius = 0; - this._diameter = 0; + binding = new Phaser.SignalBinding(this, listener, isOnce, listenerContext, priority); + this._addBinding(binding); } - } - return this.x - this._radius; - }; - Circle.prototype.right = /** - * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method right - * @param {Number} The amount to adjust the diameter of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value > this.x) { - this.radius(value - this.x); - } else { - this._radius = 0; - this._diameter = 0; + if(this.memorize && this._prevParams) { + binding.execute(this._prevParams); } - } - return this.x + this._radius; - }; - Circle.prototype.top = /** - * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The amount to adjust the height of the circle by. - **/ - function (value) { - if(value && !isNaN(value)) { - if(value > this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius(this.y - value); + return binding; + }; + Signal.prototype._addBinding = /** + * + * @method _addBinding + * @param {SignalBinding} binding + * @private + */ + function (binding) { + //simplified insertion sort + var n = this._bindings.length; + do { + --n; + }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); + this._bindings.splice(n + 1, 0, binding); + }; + Signal.prototype._indexOfListener = /** + * + * @method _indexOfListener + * @param {Function} listener + * @return {number} + * @private + */ + function (listener, context) { + var n = this._bindings.length; + var cur; + while(n--) { + cur = this._bindings[n]; + if(cur.getListener() === listener && cur.context === context) { + return n; + } } - } - return this.y - this._radius; - }; - Circle.prototype.area = /** - * Gets the area of this Circle. - * @method area - * @return {Number} This area of this circle. - **/ - function () { - if(this._radius > 0) { - return Math.PI * this._radius * this._radius; - } else { - return 0; - } - }; - Circle.prototype.isEmpty = /** - * Determines whether or not this Circle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. - **/ - function () { - if(this._diameter < 1) { - return true; - } - return false; - }; - Circle.prototype.clone = /** - * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. - * If you need details about the intersection then use Kiwi.Geom.Intersect.lineToCircle instead. - * @method intersectCircleLine - * @param {Object} the line object to check. - * @return {Boolean} - **/ - /* - public intersectCircleLine(line: Line): bool { - - return Intersect.lineToCircle(line, this).result; - - } - */ - /** - * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. - * @method clone - * @param {Circle} output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. - * @return {Kiwi.Geom.Circle} - **/ - function (output) { - if (typeof output === "undefined") { output = new Circle(); } - return output.setTo(this.x, this.y, this._diameter); - }; - Circle.prototype.copyFrom = /** - * Return true if the given x/y coordinates are within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleContainsPoint instead. - * @method contains - * @param {Number} The X value of the coordinate to test. - * @param {Number} The Y value of the coordinate to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public contains(x: number, y: number): bool { - - return Intersect.circleContainsPoint(this, { x: x, y: y }).result; - - } - */ - /** - * Return true if the coordinates of the given Point object are within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleContainsPoint instead. - * @method containsPoint - * @param {Kiwi.Geom.Point} The Point object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public containsPoint(point:Point): bool { - - return Intersect.circleContainsPoint(this, point).result; - - } - */ - /** - * Return true if the given Circle is contained entirely within this Circle object. - * If you need details about the intersection then use Kiwi.Geom.Intersect.circleToCircle instead. - * @method containsCircle - * @param {Kiwi.Geom.Circle} The Circle object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - /* - public containsCircle(circle:Circle): bool { - - return Intersect.circleToCircle(this, circle).result; - - } - */ - /** - * Copies all of circle data from the source Circle object into the calling Circle object. - * @method copyFrom - * @param {Circle} rect The source circle object to copy from - * @return {Circle} This circle object - **/ - function (source) { - return this.setTo(source.x, source.y, source.diameter()); - }; - Circle.prototype.copyTo = /** - * Copies all of circle data from this Circle object into the destination Circle object. - * @method copyTo - * @param {Circle} circle The destination circle object to copy in to - * @return {Circle} The destination circle object - **/ - function (target) { - return target.copyFrom(this); - }; - Circle.prototype.distanceTo = /** - * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) - * @method distanceFrom - * @param {Circle/Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (target, round) { - if (typeof round === "undefined") { round = false; } - var dx = this.x - target.x; - var dy = this.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Circle.prototype.equals = /** - * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. - * @method equals - * @param {Circle} toCompare The circle to compare to this Circle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y && this.diameter() === toCompare.diameter()) { - return true; - } - return false; - }; - Circle.prototype.intersects = /** - * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. - * @method intersects - * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. - * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. - **/ - function (toIntersect) { - if(this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) { - return true; - } - return false; - }; - Circle.prototype.circumferencePoint = /** - * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. - * @method circumferencePoint - * @param {Number} The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} Is the given angle in radians (false) or degrees (true)? - * @param {Kiwi.Geom.Point} An optional Point object to put the result in to. If none specified a new Point object will be created. - * @return {Kiwi.Geom.Point} The Point object holding the result. - **/ - function (angle, asDegrees, output) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof output === "undefined") { output = new Point(); } - if(asDegrees === true) { - //angle = angle * (Math.PI / 180); // Degrees to Radians - angle = angle * (180 / Math.PI)// Radians to Degrees + return -1; + }; + Signal.prototype.has = /** + * Check if listener was attached to Signal. + * @param {Function} listener + * @param {Object} [context] + * @return {boolean} if Signal has the specified listener. + */ + function (listener, context) { + if (typeof context === "undefined") { context = null; } + return this._indexOfListener(listener, context) !== -1; + }; + Signal.prototype.add = /** + * Add a listener to the signal. + * @param {Function} listener Signal handler function. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) + * @return {SignalBinding} An Object representing the binding between the Signal and listener. + */ + function (listener, listenerContext, priority) { + if (typeof listenerContext === "undefined") { listenerContext = null; } + if (typeof priority === "undefined") { priority = 0; } + this.validateListener(listener, 'add'); + return this._registerListener(listener, false, listenerContext, priority); + }; + Signal.prototype.addOnce = /** + * Add listener to the signal that should be removed after first execution (will be executed only once). + * @param {Function} listener Signal handler function. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) + * @return {SignalBinding} An Object representing the binding between the Signal and listener. + */ + function (listener, listenerContext, priority) { + if (typeof listenerContext === "undefined") { listenerContext = null; } + if (typeof priority === "undefined") { priority = 0; } + this.validateListener(listener, 'addOnce'); + return this._registerListener(listener, true, listenerContext, priority); + }; + Signal.prototype.remove = /** + * Remove a single listener from the dispatch queue. + * @param {Function} listener Handler function that should be removed. + * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). + * @return {Function} Listener handler function. + */ + function (listener, context) { + if (typeof context === "undefined") { context = null; } + this.validateListener(listener, 'remove'); + var i = this._indexOfListener(listener, context); + if(i !== -1) { + this._bindings[i]._destroy()//no reason to a SignalBinding exist if it isn't attached to a signal + ; + this._bindings.splice(i, 1); + } + return listener; + }; + Signal.prototype.removeAll = /** + * Remove all listeners from the Signal. + */ + function () { + var n = this._bindings.length; + while(n--) { + this._bindings[n]._destroy(); + } + this._bindings.length = 0; + }; + Signal.prototype.getNumListeners = /** + * @return {number} Number of listeners attached to the Signal. + */ + function () { + return this._bindings.length; + }; + Signal.prototype.halt = /** + * Stop propagation of the event, blocking the dispatch to next listeners on the queue. + *

IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.

+ * @see Signal.prototype.disable + */ + function () { + this._shouldPropagate = false; + }; + Signal.prototype.dispatch = /** + * Dispatch/Broadcast Signal to all listeners added to the queue. + * @param {...*} [params] Parameters that should be passed to each handler. + */ + function () { + var paramsArr = []; + for (var _i = 0; _i < (arguments.length - 0); _i++) { + paramsArr[_i] = arguments[_i + 0]; + } + if(!this.active) { + return; + } + var n = this._bindings.length; + var bindings; + if(this.memorize) { + this._prevParams = paramsArr; + } + if(!n) { + //should come after memorize + return; + } + bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch ; + this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. + ; + //execute all callbacks until end of the list or until a callback returns `false` or stops propagation + //reverse loop since listeners with higher priority will be added at the end of the list + do { + n--; + }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); + }; + Signal.prototype.forget = /** + * Forget memorized arguments. + * @see Signal.memorize + */ + function () { + this._prevParams = null; + }; + Signal.prototype.dispose = /** + * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). + *

IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.

+ */ + function () { + this.removeAll(); + delete this._bindings; + delete this._prevParams; + }; + Signal.prototype.toString = /** + * @return {string} String representation of the object. + */ + function () { + return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; + }; + return Signal; + })(); + Phaser.Signal = Signal; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var SoundManager = (function () { + function SoundManager(game) { + this._context = null; + this._game = game; + if(game.device.webaudio == true) { + if(!!window['AudioContext']) { + this._context = new window['AudioContext'](); + } else if(!!window['webkitAudioContext']) { + this._context = new window['webkitAudioContext'](); + } + if(this._context !== null) { + this._gainNode = this._context.createGainNode(); + this._gainNode.connect(this._context.destination); + this._volume = 1; + } + } } - output.x = this.x + this._radius * Math.cos(angle); - output.y = this.y + this._radius * Math.sin(angle); - return output; - }; - Circle.prototype.offset = /** - * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Circle object by this amount. - * @param {Number} dy Moves the y value of the Circle object by this amount. - * @return {Circle} This Circle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x += dx; - this.y += dy; + SoundManager.prototype.mute = function () { + this._gainNode.gain.value = 0; + }; + SoundManager.prototype.unmute = function () { + this._gainNode.gain.value = this._volume; + }; + Object.defineProperty(SoundManager.prototype, "volume", { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + this._gainNode.gain.value = this._volume; + }, + enumerable: true, + configurable: true + }); + SoundManager.prototype.decode = function (key, callback, sound) { + if (typeof callback === "undefined") { callback = null; } + if (typeof sound === "undefined") { sound = null; } + var soundData = this._game.cache.getSound(key); + if(soundData) { + if(this._game.cache.isSoundDecoded(key) === false) { + var that = this; + this._context.decodeAudioData(soundData, function (buffer) { + that._game.cache.decodedSound(key, buffer); + if(sound) { + sound.setDecodedBuffer(buffer); + } + callback(); + }); + } + } + }; + SoundManager.prototype.play = function (key, volume, loop) { + if (typeof volume === "undefined") { volume = 1; } + if (typeof loop === "undefined") { loop = false; } + var _this = this; + if(this._context === null) { + return; + } + var soundData = this._game.cache.getSound(key); + if(soundData) { + // Does the sound need decoding? + if(this._game.cache.isSoundDecoded(key) === true) { + return new Phaser.Sound(this._context, this._gainNode, soundData, volume, loop); + } else { + var tempSound = new Phaser.Sound(this._context, this._gainNode, null, volume, loop); + // this is an async process, so we can return the Sound object anyway, it just won't be playing yet + this.decode(key, function () { + return _this.play(key); + }, tempSound); + return tempSound; + } + } + }; + return SoundManager; + })(); + Phaser.SoundManager = SoundManager; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + var Sound = (function () { + function Sound(context, gainNode, data, volume, loop) { + if (typeof volume === "undefined") { volume = 1; } + if (typeof loop === "undefined") { loop = false; } + this.loop = false; + this.isPlaying = false; + this.isDecoding = false; + this._context = context; + this._gainNode = gainNode; + this._buffer = data; + this._volume = volume; + this.loop = loop; + // Local volume control + if(this._context !== null) { + this._localGainNode = this._context.createGainNode(); + this._localGainNode.connect(this._gainNode); + this._localGainNode.gain.value = this._volume; + } + if(this._buffer === null) { + this.isDecoding = true; + } else { + this.play(); + } } - return this; - }; - Circle.prototype.offsetPoint = /** - * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Circle object. - * @return {Circle} This Circle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Circle.prototype.setTo = /** - * Sets the members of Circle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @param {Number} diameter The diameter of the circle in pixels. - * @return {Circle} This circle object - **/ - function (x, y, diameter) { - this.x = x; - this.y = y; - this._diameter = diameter; - this._radius = diameter * 0.5; - return this; - }; - Circle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter() + " radius=" + this.radius() + ")}]"; - }; - return Circle; -})(); + Sound.prototype.setDecodedBuffer = function (data) { + this._buffer = data; + this.isDecoding = false; + this.play(); + }; + Sound.prototype.play = function () { + if(this._buffer === null || this.isDecoding === true) { + return; + } + this._sound = this._context.createBufferSource(); + this._sound.buffer = this._buffer; + this._sound.connect(this._localGainNode); + if(this.loop) { + this._sound.loop = true; + } + this._sound.noteOn(0)// the zero is vitally important, crashes iOS6 without it + ; + this.duration = this._sound.buffer.duration; + this.isPlaying = true; + }; + Sound.prototype.stop = function () { + if(this.isPlaying === true) { + this.isPlaying = false; + this._sound.noteOff(0); + } + }; + Sound.prototype.mute = function () { + this._localGainNode.gain.value = 0; + }; + Sound.prototype.unmute = function () { + this._localGainNode.gain.value = this._volume; + }; + Object.defineProperty(Sound.prototype, "volume", { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + this._localGainNode.gain.value = this._volume; + }, + enumerable: true, + configurable: true + }); + return Sound; + })(); + Phaser.Sound = Sound; +})(Phaser || (Phaser = {})); +/// +/* +* Based on code from Viewporter v2.0 +* http://github.com/zynga/viewporter +* +* Copyright 2011, Zynga Inc. +* Licensed under the MIT License. +* https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var StageScaleMode = (function () { + function StageScaleMode(game) { + var _this = this; + this._startHeight = 0; + this.width = 0; + this.height = 0; + this._game = game; + this.orientation = window['orientation']; + window.addEventListener('orientationchange', function (event) { + return _this.checkOrientation(event); + }, false); + } + StageScaleMode.EXACT_FIT = 0; + StageScaleMode.NO_SCALE = 1; + StageScaleMode.SHOW_ALL = 2; + StageScaleMode.prototype.update = function () { + if(this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { + this.refresh(); + } + }; + Object.defineProperty(StageScaleMode.prototype, "isLandscape", { + get: function () { + return window['orientation'] === 90 || window['orientation'] === -90; + }, + enumerable: true, + configurable: true + }); + StageScaleMode.prototype.checkOrientation = function (event) { + if(window['orientation'] !== this.orientation) { + this.refresh(); + this.orientation = window['orientation']; + } + }; + StageScaleMode.prototype.refresh = function () { + var _this = this; + // We can't do anything about the status bars in iPads, web apps or desktops + if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { + document.documentElement.style.minHeight = '5000px'; + this._startHeight = window.innerHeight; + if(this._game.device.android && this._game.device.chrome == false) { + window.scrollTo(0, 1); + } else { + window.scrollTo(0, 0); + } + } + if(this._check == null) { + this._iterations = 40; + this._check = window.setInterval(function () { + return _this.setScreenSize(); + }, 10); + } + }; + StageScaleMode.prototype.setScreenSize = function () { + if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { + if(this._game.device.android && this._game.device.chrome == false) { + window.scrollTo(0, 1); + } else { + window.scrollTo(0, 0); + } + } + this._iterations--; + if(window.innerHeight > this._startHeight || this._iterations < 0) { + // Set minimum height of content to new window height + document.documentElement.style.minHeight = window.innerHeight + 'px'; + if(this._game.stage.scaleMode == StageScaleMode.EXACT_FIT) { + if(this._game.stage.maxScaleX && window.innerWidth > this._game.stage.maxScaleX) { + this.width = this._game.stage.maxScaleX; + } else { + this.width = window.innerWidth; + } + if(this._game.stage.maxScaleY && window.innerHeight > this._game.stage.maxScaleY) { + this.height = this._game.stage.maxScaleY; + } else { + this.height = window.innerHeight; + } + } else if(this._game.stage.scaleMode == StageScaleMode.SHOW_ALL) { + var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); + this.width = Math.round(this._game.stage.width * multiplier); + this.height = Math.round(this._game.stage.height * multiplier); + if(this._game.stage.maxScaleX && this.width > this._game.stage.maxScaleX) { + this.width = this._game.stage.maxScaleX; + } + if(this._game.stage.maxScaleY && this.height > this._game.stage.maxScaleY) { + this.height = this._game.stage.maxScaleY; + } + } + this._game.stage.canvas.style.width = this.width + 'px'; + this._game.stage.canvas.style.height = this.height + 'px'; + this._game.input.scaleX = this._game.stage.width / this.width; + this._game.input.scaleY = this._game.stage.height / this.height; + clearInterval(this._check); + this._check = null; + } + }; + return StageScaleMode; + })(); + Phaser.StageScaleMode = StageScaleMode; +})(Phaser || (Phaser = {})); +/// +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Stage = (function () { + function Stage(game, parent, width, height) { + var _this = this; + this.clear = true; + this.minScaleX = null; + this.maxScaleX = null; + this.minScaleY = null; + this.maxScaleY = null; + this._logo = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAO1JREFUeNpi/P//PwM6YGRkxBQEAqBaRnQxFmwa10d6MAjrMqMofHv5L1we2SBGmAtAktg0ogOQQYHLd8ANYYFpPtTmzUAMAFmwnsEDrAdkCAvMZlIAsiFMMAEYsKvaSrQhIMCELkGsV2AAbIC8gCQYgwKIUABiNYBf9yoYH7n7n6CzN274g2IYEyFbsNmKLIaSkHpP7WSwUfbA0ASzFQRslBlxp0RcAF0TRhggA3zhAJIDpUKU5A9KyshpHDkjFZu5g2nJMFcwXVJSgqIGnBKx5bKenh4w/XzVbgbPtlIUcVgSxuoCUgHIIIAAAwArtXwJBABO6QAAAABJRU5ErkJggg=="; + this._game = game; + this.canvas = document.createElement('canvas'); + this.canvas.width = width; + this.canvas.height = height; + if(document.getElementById(parent)) { + document.getElementById(parent).appendChild(this.canvas); + document.getElementById(parent).style.overflow = 'hidden'; + } else { + document.body.appendChild(this.canvas); + } + this.context = this.canvas.getContext('2d'); + this.offset = this.getOffset(this.canvas); + this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, width, height); + this.aspectRatio = width / height; + this.scaleMode = Phaser.StageScaleMode.NO_SCALE; + this.scale = new Phaser.StageScaleMode(this._game); + //document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false); + //document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false); + window.onblur = function (event) { + return _this.visibilityChange(event); + }; + window.onfocus = function (event) { + return _this.visibilityChange(event); + }; + } + Stage.ORIENTATION_LANDSCAPE = 0; + Stage.ORIENTATION_PORTRAIT = 1; + Stage.prototype.update = function () { + this.scale.update(); + if(this.clear) { + // implement dirty rect? could take up more cpu time than it saves. needs benching. + this.context.clearRect(0, 0, this.width, this.height); + } + }; + Stage.prototype.renderDebugInfo = function () { + this.context.fillStyle = 'rgb(255,255,255)'; + this.context.fillText(Phaser.VERSION, 10, 20); + this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40); + this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60); + }; + Stage.prototype.visibilityChange = function (event) { + if(event.type == 'blur' && this._game.paused == false && this._game.isBooted == true) { + this._game.paused = true; + this.drawPauseScreen(); + } else if(event.type == 'focus') { + this._game.paused = false; + } + //if (document['hidden'] === true || document['webkitHidden'] === true) + }; + Stage.prototype.drawInitScreen = function () { + this.context.fillStyle = 'rgb(40, 40, 40)'; + this.context.fillRect(0, 0, this.width, this.height); + this.context.fillStyle = 'rgb(255,255,255)'; + this.context.font = 'bold 18px Arial'; + this.context.textBaseline = 'top'; + this.context.fillText(Phaser.VERSION, 54, 32); + this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 32, 64); + this.context.fillText('www.photonstorm.com', 32, 96); + this.context.font = '16px Arial'; + this.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 160); + this.context.fillText('functions in the Game constructor, or use Game.loadState()', 32, 184); + var image = new Image(); + var that = this; + image.onload = function () { + that.context.drawImage(image, 32, 32); + }; + image.src = this._logo; + }; + Stage.prototype.drawPauseScreen = function () { + this.saveCanvasValues(); + this.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; + this.context.fillRect(0, 0, this.width, this.height); + // Draw a 'play' arrow + var arrowWidth = Math.round(this.width / 2); + var arrowHeight = Math.round(this.height / 2); + var sx = this.centerX - arrowWidth / 2; + var sy = this.centerY - arrowHeight / 2; + this.context.beginPath(); + this.context.moveTo(sx, sy); + this.context.lineTo(sx, sy + arrowHeight); + this.context.lineTo(sx + arrowWidth, this.centerY); + this.context.fillStyle = 'rgba(255, 255, 255, 0.8)'; + this.context.fill(); + this.context.closePath(); + this.restoreCanvasValues(); + }; + Stage.prototype.getOffset = function (element) { + var box = element.getBoundingClientRect(); + var clientTop = element.clientTop || document.body.clientTop || 0; + var clientLeft = element.clientLeft || document.body.clientLeft || 0; + var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; + var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; + return new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); + }; + Stage.prototype.saveCanvasValues = function () { + this.strokeStyle = this.context.strokeStyle; + this.lineWidth = this.context.lineWidth; + this.fillStyle = this.context.fillStyle; + }; + Stage.prototype.restoreCanvasValues = function () { + this.context.strokeStyle = this.strokeStyle; + this.context.lineWidth = this.lineWidth; + this.context.fillStyle = this.fillStyle; + }; + Object.defineProperty(Stage.prototype, "backgroundColor", { + get: function () { + return this._bgColor; + }, + set: function (color) { + this.canvas.style.backgroundColor = color; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "x", { + get: function () { + return this.bounds.x; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "y", { + get: function () { + return this.bounds.y; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "width", { + get: function () { + return this.bounds.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "height", { + get: function () { + return this.bounds.height; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "centerX", { + get: function () { + return this.bounds.halfWidth; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "centerY", { + get: function () { + return this.bounds.halfHeight; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "randomX", { + get: function () { + return Math.round(Math.random() * this.bounds.width); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "randomY", { + get: function () { + return Math.round(Math.random() * this.bounds.height); + }, + enumerable: true, + configurable: true + }); + return Stage; + })(); + Phaser.Stage = Stage; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Time = (function () { + function Time(game) { + this.timeScale = 1.0; + this.elapsed = 0; + /** + * + * @property time + * @type Number + */ + this.time = 0; + /** + * + * @property now + * @type Number + */ + this.now = 0; + /** + * + * @property delta + * @type Number + */ + this.delta = 0; + this.fps = 0; + this.fpsMin = 1000; + this.fpsMax = 0; + this.msMin = 1000; + this.msMax = 0; + this.frames = 0; + this._timeLastSecond = 0; + this._started = Date.now(); + this._timeLastSecond = this._started; + this.time = this._started; + } + Object.defineProperty(Time.prototype, "totalElapsedSeconds", { + get: /** + * + * @method totalElapsedSeconds + * @return {Number} + */ + function () { + return (this.now - this._started) * 0.001; + }, + enumerable: true, + configurable: true + }); + Time.prototype.update = /** + * + * @method update + */ + function () { + // Can we use performance.now() ? + this.now = Date.now()// mark + ; + this.delta = this.now - this.time// elapsedMS + ; + this.msMin = Math.min(this.msMin, this.delta); + this.msMax = Math.max(this.msMax, this.delta); + this.frames++; + if(this.now > this._timeLastSecond + 1000) { + this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); + this.fpsMin = Math.min(this.fpsMin, this.fps); + this.fpsMax = Math.max(this.fpsMax, this.fps); + this._timeLastSecond = this.now; + this.frames = 0; + } + this.time = this.now// _total + ; + //// Lock the delta at 0.1 to minimise fps tunneling + //if (this.delta > 0.1) + //{ + // this.delta = 0.1; + //} + }; + Time.prototype.elapsedSince = /** + * + * @method elapsedSince + * @param {Number} since + * @return {Number} + */ + function (since) { + return this.now - since; + }; + Time.prototype.elapsedSecondsSince = /** + * + * @method elapsedSecondsSince + * @param {Number} since + * @return {Number} + */ + function (since) { + return (this.now - since) * 0.001; + }; + Time.prototype.reset = /** + * + * @method reset + */ + function () { + this._started = this.now; + }; + return Time; + })(); + Phaser.Time = Time; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Back = (function () { + function Back() { } + Back.In = function In(k) { + var s = 1.70158; + return k * k * ((s + 1) * k - s); + }; + Back.Out = function Out(k) { + var s = 1.70158; + return --k * k * ((s + 1) * k + s) + 1; + }; + Back.InOut = function InOut(k) { + var s = 1.70158 * 1.525; + if((k *= 2) < 1) { + return 0.5 * (k * k * ((s + 1) * k - s)); + } + return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); + }; + return Back; + })(); + Easing.Back = Back; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Bounce = (function () { + function Bounce() { } + Bounce.In = function In(k) { + return 1 - Phaser.Easing.Bounce.Out(1 - k); + }; + Bounce.Out = function Out(k) { + if(k < (1 / 2.75)) { + return 7.5625 * k * k; + } else if(k < (2 / 2.75)) { + return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; + } else if(k < (2.5 / 2.75)) { + return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; + } else { + return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; + } + }; + Bounce.InOut = function InOut(k) { + if(k < 0.5) { + return Phaser.Easing.Bounce.In(k * 2) * 0.5; + } + return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; + }; + return Bounce; + })(); + Easing.Bounce = Bounce; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Circular = (function () { + function Circular() { } + Circular.In = function In(k) { + return 1 - Math.sqrt(1 - k * k); + }; + Circular.Out = function Out(k) { + return Math.sqrt(1 - (--k * k)); + }; + Circular.InOut = function InOut(k) { + if((k *= 2) < 1) { + return -0.5 * (Math.sqrt(1 - k * k) - 1); + } + return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); + }; + return Circular; + })(); + Easing.Circular = Circular; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Cubic = (function () { + function Cubic() { } + Cubic.In = function In(k) { + return k * k * k; + }; + Cubic.Out = function Out(k) { + return --k * k * k + 1; + }; + Cubic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k; + } + return 0.5 * ((k -= 2) * k * k + 2); + }; + return Cubic; + })(); + Easing.Cubic = Cubic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Elastic = (function () { + function Elastic() { } + Elastic.In = function In(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Math.asin(1 / a) / (2 * Math.PI); + } + return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); + }; + Elastic.Out = function Out(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Math.asin(1 / a) / (2 * Math.PI); + } + return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); + }; + Elastic.InOut = function InOut(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Math.asin(1 / a) / (2 * Math.PI); + } + if((k *= 2) < 1) { + return -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); + } + return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; + }; + return Elastic; + })(); + Easing.Elastic = Elastic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Exponential = (function () { + function Exponential() { } + Exponential.In = function In(k) { + return k === 0 ? 0 : Math.pow(1024, k - 1); + }; + Exponential.Out = function Out(k) { + return k === 1 ? 1 : 1 - Math.pow(2, -10 * k); + }; + Exponential.InOut = function InOut(k) { + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if((k *= 2) < 1) { + return 0.5 * Math.pow(1024, k - 1); + } + return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2); + }; + return Exponential; + })(); + Easing.Exponential = Exponential; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Linear = (function () { + function Linear() { } + Linear.None = function None(k) { + return k; + }; + return Linear; + })(); + Easing.Linear = Linear; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Quadratic = (function () { + function Quadratic() { } + Quadratic.In = function In(k) { + return k * k; + }; + Quadratic.Out = function Out(k) { + return k * (2 - k); + }; + Quadratic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k; + } + return -0.5 * (--k * (k - 2) - 1); + }; + return Quadratic; + })(); + Easing.Quadratic = Quadratic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Quartic = (function () { + function Quartic() { } + Quartic.In = function In(k) { + return k * k * k * k; + }; + Quartic.Out = function Out(k) { + return 1 - (--k * k * k * k); + }; + Quartic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k * k; + } + return -0.5 * ((k -= 2) * k * k * k - 2); + }; + return Quartic; + })(); + Easing.Quartic = Quartic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Quintic = (function () { + function Quintic() { } + Quintic.In = function In(k) { + return k * k * k * k * k; + }; + Quintic.Out = function Out(k) { + return --k * k * k * k * k + 1; + }; + Quintic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k * k * k; + } + return 0.5 * ((k -= 2) * k * k * k * k + 2); + }; + return Quintic; + })(); + Easing.Quintic = Quintic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Sinusoidal = (function () { + function Sinusoidal() { } + Sinusoidal.In = function In(k) { + return 1 - Math.cos(k * Math.PI / 2); + }; + Sinusoidal.Out = function Out(k) { + return Math.sin(k * Math.PI / 2); + }; + Sinusoidal.InOut = function InOut(k) { + return 0.5 * (1 - Math.cos(Math.PI * k)); + }; + return Sinusoidal; + })(); + Easing.Sinusoidal = Sinusoidal; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser - Tween +* +* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser +* +* @version 1.0 - 11th January 2013 +* +* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list +*/ +var Phaser; +(function (Phaser) { + var Tween = (function () { + function Tween(object, game) { + this._object = null; + this._pausedTime = 0; + this._valuesStart = { + }; + this._valuesEnd = { + }; + this._duration = 1000; + this._delayTime = 0; + this._startTime = null; + this._chainedTweens = []; + this._object = object; + this._game = game; + this._manager = this._game.tweens; + this._interpolationFunction = this._game.math.linearInterpolation; + this._easingFunction = Phaser.Easing.Linear.None; + this.onStart = new Phaser.Signal(); + this.onUpdate = new Phaser.Signal(); + this.onComplete = new Phaser.Signal(); + } + Tween.prototype.to = function (properties, duration, ease, autoStart) { + if (typeof duration === "undefined") { duration = 1000; } + if (typeof ease === "undefined") { ease = null; } + if (typeof autoStart === "undefined") { autoStart = false; } + this._duration = duration; + // If properties isn't an object this will fail, sanity check it here somehow? + this._valuesEnd = properties; + if(ease !== null) { + this._easingFunction = ease; + } + if(autoStart === true) { + return this.start(); + } else { + return this; + } + }; + Tween.prototype.start = function () { + if(this._game === null || this._object === null) { + return; + } + this._manager.add(this); + this.onStart.dispatch(this._object); + this._startTime = this._game.time.now + this._delayTime; + for(var property in this._valuesEnd) { + // This prevents the interpolation of null values or of non-existing properties + if(this._object[property] === null || !(property in this._object)) { + throw Error('Phaser.Tween interpolation of null value of non-existing property'); + continue; + } + // check if an Array was provided as property value + if(this._valuesEnd[property] instanceof Array) { + if(this._valuesEnd[property].length === 0) { + continue; + } + // create a local copy of the Array with the start value at the front + this._valuesEnd[property] = [ + this._object[property] + ].concat(this._valuesEnd[property]); + } + this._valuesStart[property] = this._object[property]; + } + return this; + }; + Tween.prototype.stop = function () { + if(this._manager !== null) { + this._manager.remove(this); + } + return this; + }; + Object.defineProperty(Tween.prototype, "parent", { + set: function (value) { + this._game = value; + this._manager = this._game.tweens; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "delay", { + get: function () { + return this._delayTime; + }, + set: function (amount) { + this._delayTime = amount; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "easing", { + get: function () { + return this._easingFunction; + }, + set: function (easing) { + this._easingFunction = easing; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "interpolation", { + get: function () { + return this._interpolationFunction; + }, + set: function (interpolation) { + this._interpolationFunction = interpolation; + }, + enumerable: true, + configurable: true + }); + Tween.prototype.chain = function (tween) { + this._chainedTweens.push(tween); + return this; + }; + Tween.prototype.update = function (time) { + if(this._game.paused == true) { + if(this._pausedTime == 0) { + this._pausedTime = time; + } + } else { + // Ok we aren't paused, but was there some time gained? + if(this._pausedTime > 0) { + this._startTime += (time - this._pausedTime); + this._pausedTime = 0; + } + } + if(time < this._startTime) { + return true; + } + var elapsed = (time - this._startTime) / this._duration; + elapsed = elapsed > 1 ? 1 : elapsed; + var value = this._easingFunction(elapsed); + for(var property in this._valuesStart) { + // Add checks for object, array, numeric up front + if(this._valuesEnd[property] instanceof Array) { + this._object[property] = this._interpolationFunction(this._valuesEnd[property], value); + } else { + this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value; + } + } + this.onUpdate.dispatch(this._object, value); + if(elapsed == 1) { + this.onComplete.dispatch(this._object); + for(var i = 0; i < this._chainedTweens.length; i++) { + this._chainedTweens[i].start(); + } + return false; + } + return true; + }; + return Tween; + })(); + Phaser.Tween = Tween; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Tween Manager +* +* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript, patched and integrated into Phaser +* +* @version 1.0 - 11th January 2013 +* +* @author Richard Davey, TypeScript conversion and Phaser integration +* @author sole / http://soledadpenades.com +* @author mrdoob / http://mrdoob.com +* @author Robert Eisele / http://www.xarg.org +* @author Philippe / http://philippe.elsass.me +* @author Robert Penner / http://www.robertpenner.com/easing_terms_of_use.html +* @author Paul Lewis / http://www.aerotwist.com/ +* @author lechecacharro +* @author Josh Faul / http://jocafa.com/ +* @author egraether / http://egraether.com/ +* +* @todo +* 1) Allow for tweening direct numeric values, not just object properties +* 2) YoYo support +*/ +var Phaser; +(function (Phaser) { + var TweenManager = (function () { + function TweenManager(game) { + this._game = game; + this._tweens = []; + } + TweenManager.prototype.getAll = function () { + return this._tweens; + }; + TweenManager.prototype.removeAll = function () { + this._tweens.length = 0; + }; + TweenManager.prototype.create = function (object) { + return new Phaser.Tween(object, this._game); + }; + TweenManager.prototype.add = function (tween) { + tween.parent = this._game; + this._tweens.push(tween); + return tween; + }; + TweenManager.prototype.remove = function (tween) { + var i = this._tweens.indexOf(tween); + if(i !== -1) { + this._tweens.splice(i, 1); + } + }; + TweenManager.prototype.update = function () { + if(this._tweens.length === 0) { + return false; + } + var i = 0; + var numTweens = this._tweens.length; + while(i < numTweens) { + if(this._tweens[i].update(this._game.time.now)) { + i++; + } else { + this._tweens.splice(i, 1); + numTweens--; + } + } + return true; + }; + return TweenManager; + })(); + Phaser.TweenManager = TweenManager; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var World = (function () { + function World(game, width, height) { + this._game = game; + this._cameras = new Phaser.Cameras(this._game, 0, 0, width, height); + this._game.camera = this._cameras.current; + this.group = new Phaser.Group(this._game, 0); + this.bounds = new Phaser.Rectangle(0, 0, width, height); + this.worldDivisions = 6; + } + World.prototype.update = function () { + this.group.preUpdate(); + this.group.update(); + this.group.postUpdate(); + this._cameras.update(); + }; + World.prototype.render = function () { + // Unlike in flixel our render process is camera driven, not group driven + this._cameras.render(); + }; + World.prototype.destroy = function () { + this.group.destroy(); + this._cameras.destroy(); + }; + World.prototype.setSize = // World methods + function (width, height, updateCameraBounds) { + if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; } + this.bounds.width = width; + this.bounds.height = height; + if(updateCameraBounds == true) { + this._game.camera.setBounds(0, 0, width, height); + } + }; + Object.defineProperty(World.prototype, "width", { + get: function () { + return this.bounds.width; + }, + set: function (value) { + this.bounds.width = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "height", { + get: function () { + return this.bounds.height; + }, + set: function (value) { + this.bounds.height = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "centerX", { + get: function () { + return this.bounds.halfWidth; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "centerY", { + get: function () { + return this.bounds.halfHeight; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "randomX", { + get: function () { + return Math.round(Math.random() * this.bounds.width); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "randomY", { + get: function () { + return Math.round(Math.random() * this.bounds.height); + }, + enumerable: true, + configurable: true + }); + World.prototype.addExistingCamera = // Cameras + function (cam) { + //return this._cameras.addCamera(x, y, width, height); + return cam; + }; + World.prototype.createCamera = function (x, y, width, height) { + return this._cameras.addCamera(x, y, width, height); + }; + World.prototype.removeCamera = function (id) { + return this._cameras.removeCamera(id); + }; + World.prototype.getAllCameras = function () { + return this._cameras.getAll(); + }; + World.prototype.addExistingSprite = // Sprites + // Drop this? + function (sprite) { + return this.group.add(sprite); + }; + World.prototype.createSprite = function (x, y, key) { + if (typeof key === "undefined") { key = ''; } + return this.group.add(new Phaser.Sprite(this._game, x, y, key)); + }; + World.prototype.createGeomSprite = function (x, y) { + return this.group.add(new Phaser.GeomSprite(this._game, x, y)); + }; + World.prototype.createDynamicTexture = function (key, width, height) { + return new Phaser.DynamicTexture(this._game, key, width, height); + }; + World.prototype.createGroup = function (MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + return this.group.add(new Phaser.Group(this._game, MaxSize)); + }; + World.prototype.createTilemap = // Tilemaps + function (key, mapData, format, tileWidth, tileHeight) { + return this.group.add(new Phaser.Tilemap(this._game, key, mapData, format, tileWidth, tileHeight)); + }; + World.prototype.createParticle = // Emitters + function () { + return new Phaser.Particle(this._game); + }; + World.prototype.createEmitter = function (x, y, size) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof size === "undefined") { size = 0; } + return this.group.add(new Phaser.Emitter(this._game, x, y, size)); + }; + return World; + })(); + Phaser.World = World; +})(Phaser || (Phaser = {})); +/// +/** +* Device +* +* @desc Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr +* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js +* +* @version 1.0 - March 5th 2013 +* @author Richard Davey +* @author mrdoob +* @author Modernizr team +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Device = (function () { + /** + * + * @constructor + * @return {Device} This Object + */ + function Device() { + // Operating System + this.desktop = false; + /** + * + * @property iOS + * @type Boolean + */ + this.iOS = false; + /** + * + * @property android + * @type Boolean + */ + this.android = false; + /** + * + * @property chromeOS + * @type Boolean + */ + this.chromeOS = false; + /** + * + * @property linux + * @type Boolean + */ + this.linux = false; + /** + * + * @property maxOS + * @type Boolean + */ + this.macOS = false; + /** + * + * @property windows + * @type Boolean + */ + this.windows = false; + // Features + /** + * + * @property canvas + * @type Boolean + */ + this.canvas = false; + /** + * + * @property file + * @type Boolean + */ + this.file = false; + /** + * + * @property fileSystem + * @type Boolean + */ + this.fileSystem = false; + /** + * + * @property localStorage + * @type Boolean + */ + this.localStorage = false; + /** + * + * @property webGL + * @type Boolean + */ + this.webGL = false; + /** + * + * @property worker + * @type Boolean + */ + this.worker = false; + /** + * + * @property touch + * @type Boolean + */ + this.touch = false; + /** + * + * @property css3D + * @type Boolean + */ + this.css3D = false; + // Browser + /** + * + * @property arora + * @type Boolean + */ + this.arora = false; + /** + * + * @property chrome + * @type Boolean + */ + this.chrome = false; + /** + * + * @property epiphany + * @type Boolean + */ + this.epiphany = false; + /** + * + * @property firefox + * @type Boolean + */ + this.firefox = false; + /** + * + * @property ie + * @type Boolean + */ + this.ie = false; + /** + * + * @property ieVersion + * @type Number + */ + this.ieVersion = 0; + /** + * + * @property mobileSafari + * @type Boolean + */ + this.mobileSafari = false; + /** + * + * @property midori + * @type Boolean + */ + this.midori = false; + /** + * + * @property opera + * @type Boolean + */ + this.opera = false; + /** + * + * @property safari + * @type Boolean + */ + this.safari = false; + this.webApp = false; + // Audio + /** + * + * @property audioData + * @type Boolean + */ + this.audioData = false; + /** + * + * @property webaudio + * @type Boolean + */ + this.webaudio = false; + /** + * + * @property ogg + * @type Boolean + */ + this.ogg = false; + /** + * + * @property mp3 + * @type Boolean + */ + this.mp3 = false; + /** + * + * @property wav + * @type Boolean + */ + this.wav = false; + /** + * + * @property m4a + * @type Boolean + */ + this.m4a = false; + // Device + /** + * + * @property iPhone + * @type Boolean + */ + this.iPhone = false; + /** + * + * @property iPhone4 + * @type Boolean + */ + this.iPhone4 = false; + /** + * + * @property iPad + * @type Boolean + */ + this.iPad = false; + /** + * + * @property pixelRatio + * @type Number + */ + this.pixelRatio = 0; + this._checkAudio(); + this._checkBrowser(); + this._checkCSS3D(); + this._checkDevice(); + this._checkFeatures(); + this._checkOS(); + } + Device.prototype._checkOS = /** + * + * @method _checkOS + * @private + */ + function () { + var ua = navigator.userAgent; + if(/Android/.test(ua)) { + this.android = true; + } else if(/CrOS/.test(ua)) { + this.chromeOS = true; + } else if(/iP[ao]d|iPhone/i.test(ua)) { + this.iOS = true; + } else if(/Linux/.test(ua)) { + this.linux = true; + } else if(/Mac OS/.test(ua)) { + this.macOS = true; + } else if(/Windows/.test(ua)) { + this.windows = true; + } + if(this.windows || this.macOS || this.linux) { + this.desktop = true; + } + }; + Device.prototype._checkFeatures = /** + * + * @method _checkFeatures + * @private + */ + function () { + this.canvas = !!window['CanvasRenderingContext2D']; + try { + this.localStorage = !!localStorage.getItem; + } catch (error) { + this.localStorage = false; + } + this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; + this.fileSystem = !!window['requestFileSystem']; + this.webGL = !!window['WebGLRenderingContext']; + this.worker = !!window['Worker']; + if('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) { + this.touch = true; + } + }; + Device.prototype._checkBrowser = /** + * + * @method _checkBrowser + * @private + */ + function () { + var ua = navigator.userAgent; + if(/Arora/.test(ua)) { + this.arora = true; + } else if(/Chrome/.test(ua)) { + this.chrome = true; + } else if(/Epiphany/.test(ua)) { + this.epiphany = true; + } else if(/Firefox/.test(ua)) { + this.firefox = true; + } else if(/Mobile Safari/.test(ua)) { + this.mobileSafari = true; + } else if(/MSIE (\d+\.\d+);/.test(ua)) { + this.ie = true; + this.ieVersion = parseInt(RegExp.$1); + } else if(/Midori/.test(ua)) { + this.midori = true; + } else if(/Opera/.test(ua)) { + this.opera = true; + } else if(/Safari/.test(ua)) { + this.safari = true; + } + // WebApp mode in iOS + if(navigator['standalone']) { + this.webApp = true; + } + }; + Device.prototype._checkAudio = /** + * + * @method _checkAudio + * @private + */ + function () { + this.audioData = !!(window['Audio']); + this.webaudio = !!(window['webkitAudioContext'] || window['AudioContext']); + var audioElement = document.createElement('audio'); + var result = false; + try { + if(result = !!audioElement.canPlayType) { + if(audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) { + this.ogg = true; + } + if(audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) { + this.mp3 = true; + } + // Mimetypes accepted: + // developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements + // bit.ly/iphoneoscodecs + if(audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) { + this.wav = true; + } + if(audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) { + this.m4a = true; + } + } + } catch (e) { + } + }; + Device.prototype._checkDevice = /** + * + * @method _checkDevice + * @private + */ + function () { + this.pixelRatio = window['devicePixelRatio'] || 1; + this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; + this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); + this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; + }; + Device.prototype._checkCSS3D = /** + * + * @method _checkCSS3D + * @private + */ + function () { + var el = document.createElement('p'); + var has3d; + var transforms = { + 'webkitTransform': '-webkit-transform', + 'OTransform': '-o-transform', + 'msTransform': '-ms-transform', + 'MozTransform': '-moz-transform', + 'transform': 'transform' + }; + // Add it to the body to get the computed style. + document.body.insertBefore(el, null); + for(var t in transforms) { + if(el.style[t] !== undefined) { + el.style[t] = "translate3d(1px,1px,1px)"; + has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); + } + } + document.body.removeChild(el); + this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); + }; + Device.prototype.getAll = /** + * + * @method getAll + * @return {String} + */ + function () { + var output = ''; + output = output.concat('Device\n'); + output = output.concat('iPhone : ' + this.iPhone + '\n'); + output = output.concat('iPhone4 : ' + this.iPhone4 + '\n'); + output = output.concat('iPad : ' + this.iPad + '\n'); + output = output.concat('\n'); + output = output.concat('Operating System\n'); + output = output.concat('iOS: ' + this.iOS + '\n'); + output = output.concat('Android: ' + this.android + '\n'); + output = output.concat('ChromeOS: ' + this.chromeOS + '\n'); + output = output.concat('Linux: ' + this.linux + '\n'); + output = output.concat('MacOS: ' + this.macOS + '\n'); + output = output.concat('Windows: ' + this.windows + '\n'); + output = output.concat('\n'); + output = output.concat('Browser\n'); + output = output.concat('Arora: ' + this.arora + '\n'); + output = output.concat('Chrome: ' + this.chrome + '\n'); + output = output.concat('Epiphany: ' + this.epiphany + '\n'); + output = output.concat('Firefox: ' + this.firefox + '\n'); + output = output.concat('Internet Explorer: ' + this.ie + ' (' + this.ieVersion + ')\n'); + output = output.concat('Mobile Safari: ' + this.mobileSafari + '\n'); + output = output.concat('Midori: ' + this.midori + '\n'); + output = output.concat('Opera: ' + this.opera + '\n'); + output = output.concat('Safari: ' + this.safari + '\n'); + output = output.concat('\n'); + output = output.concat('Features\n'); + output = output.concat('Canvas: ' + this.canvas + '\n'); + output = output.concat('File: ' + this.file + '\n'); + output = output.concat('FileSystem: ' + this.fileSystem + '\n'); + output = output.concat('LocalStorage: ' + this.localStorage + '\n'); + output = output.concat('WebGL: ' + this.webGL + '\n'); + output = output.concat('Worker: ' + this.worker + '\n'); + output = output.concat('Touch: ' + this.touch + '\n'); + output = output.concat('CSS 3D: ' + this.css3D + '\n'); + output = output.concat('\n'); + output = output.concat('Audio\n'); + output = output.concat('Audio Data: ' + this.canvas + '\n'); + output = output.concat('Web Audio: ' + this.canvas + '\n'); + output = output.concat('Can play OGG: ' + this.canvas + '\n'); + output = output.concat('Can play MP3: ' + this.canvas + '\n'); + output = output.concat('Can play M4A: ' + this.canvas + '\n'); + output = output.concat('Can play WAV: ' + this.canvas + '\n'); + return output; + }; + return Device; + })(); + Phaser.Device = Device; +})(Phaser || (Phaser = {})); +/// +/** +* Repeatable Random Data Generator +* +* @desc Manages the creation of unique internal game IDs +* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense +* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript +* +* @version 1.1 - 1st March 2013 +* @author Josh Faul +* @author Richard Davey, TypeScript conversion and additional methods +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var RandomDataGenerator = (function () { + /** + * @constructor + * @param {Array} seeds + * @return {Phaser.RandomDataGenerator} + */ + function RandomDataGenerator(seeds) { + if (typeof seeds === "undefined") { seeds = []; } + /** + * @property c + * @type Number + * @private + */ + this.c = 1; + this.sow(seeds); + } + RandomDataGenerator.prototype.uint32 = /** + * @method uint32 + * @private + */ + function () { + return this.rnd.apply(this) * 0x100000000;// 2^32 + + }; + RandomDataGenerator.prototype.fract32 = /** + * @method fract32 + * @private + */ + function () { + return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;// 2^-53 + + }; + RandomDataGenerator.prototype.rnd = // private random helper + /** + * @method rnd + * @private + */ + function () { + var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10;// 2^-32 + + this.c = t | 0; + this.s0 = this.s1; + this.s1 = this.s2; + this.s2 = t - this.c; + return this.s2; + }; + RandomDataGenerator.prototype.hash = /** + * @method hash + * @param {Any} data + * @private + */ + function (data) { + var h, i, n; + n = 0xefc8249d; + data = data.toString(); + for(i = 0; i < data.length; i++) { + n += data.charCodeAt(i); + h = 0.02519603282416938 * n; + n = h >>> 0; + h -= n; + h *= n; + n = h >>> 0; + h -= n; + n += h * 0x100000000// 2^32 + ; + } + return (n >>> 0) * 2.3283064365386963e-10;// 2^-32 + + }; + RandomDataGenerator.prototype.sow = /** + * Reset the seed of the random data generator + * @method sow + * @param {Array} seeds + */ + function (seeds) { + if (typeof seeds === "undefined") { seeds = []; } + this.s0 = this.hash(' '); + this.s1 = this.hash(this.s0); + this.s2 = this.hash(this.s1); + var seed; + for(var i = 0; seed = seeds[i++]; ) { + this.s0 -= this.hash(seed); + this.s0 += ~~(this.s0 < 0); + this.s1 -= this.hash(seed); + this.s1 += ~~(this.s1 < 0); + this.s2 -= this.hash(seed); + this.s2 += ~~(this.s2 < 0); + } + }; + Object.defineProperty(RandomDataGenerator.prototype, "integer", { + get: /** + * Returns a random integer between 0 and 2^32 + * @method integer + * @return {Number} + */ + function () { + return this.uint32(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(RandomDataGenerator.prototype, "frac", { + get: /** + * Returns a random real number between 0 and 1 + * @method frac + * @return {Number} + */ + function () { + return this.fract32(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(RandomDataGenerator.prototype, "real", { + get: /** + * Returns a random real number between 0 and 2^32 + * @method real + * @return {Number} + */ + function () { + return this.uint32() + this.fract32(); + }, + enumerable: true, + configurable: true + }); + RandomDataGenerator.prototype.integerInRange = /** + * Returns a random integer between min and max + * @method integerInRange + * @param {Number} min + * @param {Number} max + * @return {Number} + */ + function (min, max) { + return Math.floor(this.realInRange(min, max)); + }; + RandomDataGenerator.prototype.realInRange = /** + * Returns a random real number between min and max + * @method realInRange + * @param {Number} min + * @param {Number} max + * @return {Number} + */ + function (min, max) { + min = min || 0; + max = max || 0; + return this.frac * (max - min) + min; + }; + Object.defineProperty(RandomDataGenerator.prototype, "normal", { + get: /** + * Returns a random real number between -1 and 1 + * @method normal + * @return {Number} + */ + function () { + return 1 - 2 * this.frac; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(RandomDataGenerator.prototype, "uuid", { + get: /** + * Returns a valid v4 UUID hex string (from https://gist.github.com/1308368) + * @method uuid + * @return {String} + */ + function () { + var a, b; + for(b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-') { + ; + } + return b; + }, + enumerable: true, + configurable: true + }); + RandomDataGenerator.prototype.pick = /** + * Returns a random member of `array` + * @method pick + * @param {Any} array + */ + function (array) { + return array[this.integerInRange(0, array.length)]; + }; + RandomDataGenerator.prototype.weightedPick = /** + * Returns a random member of `array`, favoring the earlier entries + * @method weightedPick + * @param {Any} array + */ + function (array) { + return array[~~(Math.pow(this.frac, 2) * array.length)]; + }; + RandomDataGenerator.prototype.timestamp = /** + * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified + * @method timestamp + * @param {Number} min + * @param {Number} max + */ + function (min, max) { + if (typeof min === "undefined") { min = 946684800000; } + if (typeof max === "undefined") { max = 1577862000000; } + return this.realInRange(min, max); + }; + Object.defineProperty(RandomDataGenerator.prototype, "angle", { + get: /** + * Returns a random angle between -180 and 180 + * @method angle + */ + function () { + return this.integerInRange(-180, 180); + }, + enumerable: true, + configurable: true + }); + return RandomDataGenerator; + })(); + Phaser.RandomDataGenerator = RandomDataGenerator; +})(Phaser || (Phaser = {})); +/// +/** +* RequestAnimationFrame +* +* @desc Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly. +* +* @version 0.3 - 15th October 2012 +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var RequestAnimationFrame = (function () { + /** + * Constructor + * @param {Any} callback + * @return {RequestAnimationFrame} This object. + */ + function RequestAnimationFrame(callback, callbackContext) { + /** + * + * @property _isSetTimeOut + * @type Boolean + * @private + **/ + this._isSetTimeOut = false; + /** + * + * @property lastTime + * @type Number + **/ + this.lastTime = 0; + /** + * + * @property currentTime + * @type Number + **/ + this.currentTime = 0; + /** + * + * @property isRunning + * @type Boolean + **/ + this.isRunning = false; + this._callback = callback; + this._callbackContext = callbackContext; + var vendors = [ + 'ms', + 'moz', + 'webkit', + 'o' + ]; + for(var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) { + window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; + window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; + } + this.start(); + } + RequestAnimationFrame.prototype.setCallback = /** + * + * @method callback + * @param {Any} callback + **/ + function (callback) { + this._callback = callback; + }; + RequestAnimationFrame.prototype.isUsingSetTimeOut = /** + * + * @method usingSetTimeOut + * @return Boolean + **/ + function () { + return this._isSetTimeOut; + }; + RequestAnimationFrame.prototype.isUsingRAF = /** + * + * @method usingRAF + * @return Boolean + **/ + function () { + if(this._isSetTimeOut === true) { + return false; + } else { + return true; + } + }; + RequestAnimationFrame.prototype.start = /** + * + * @method start + * @param {Any} [callback] + **/ + function (callback) { + if (typeof callback === "undefined") { callback = null; } + var _this = this; + if(callback) { + this._callback = callback; + } + if(!window.requestAnimationFrame) { + this._isSetTimeOut = true; + this._timeOutID = window.setTimeout(function () { + return _this.SetTimeoutUpdate(); + }, 0); + } else { + this._isSetTimeOut = false; + window.requestAnimationFrame(function () { + return _this.RAFUpdate(); + }); + } + this.isRunning = true; + }; + RequestAnimationFrame.prototype.stop = /** + * + * @method stop + **/ + function () { + if(this._isSetTimeOut) { + clearTimeout(this._timeOutID); + } else { + window.cancelAnimationFrame; + } + this.isRunning = false; + }; + RequestAnimationFrame.prototype.RAFUpdate = function () { + var _this = this; + // Not in IE8 (but neither is RAF) also doesn't use a high performance timer (window.performance.now) + this.currentTime = Date.now(); + if(this._callback) { + this._callback.call(this._callbackContext); + } + var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); + window.requestAnimationFrame(function () { + return _this.RAFUpdate(); + }); + this.lastTime = this.currentTime + timeToCall; + }; + RequestAnimationFrame.prototype.SetTimeoutUpdate = /** + * + * @method SetTimeoutUpdate + **/ + function () { + var _this = this; + // Not in IE8 + this.currentTime = Date.now(); + if(this._callback) { + this._callback.call(this._callbackContext); + } + var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); + this._timeOutID = window.setTimeout(function () { + return _this.SetTimeoutUpdate(); + }, timeToCall); + this.lastTime = this.currentTime + timeToCall; + }; + return RequestAnimationFrame; + })(); + Phaser.RequestAnimationFrame = RequestAnimationFrame; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Input = (function () { + function Input(game) { + this.x = 0; + this.y = 0; + this.scaleX = 1; + this.scaleY = 1; + this.worldX = 0; + this.worldY = 0; + this._game = game; + this.mouse = new Phaser.Mouse(this._game); + this.keyboard = new Phaser.Keyboard(this._game); + this.touch = new Phaser.Touch(this._game); + } + Input.prototype.update = function () { + this.x = Math.round(this.x); + this.y = Math.round(this.y); + this.worldX = this._game.camera.worldView.x + this.x; + this.worldY = this._game.camera.worldView.y + this.y; + this.mouse.update(); + this.touch.update(); + }; + Input.prototype.reset = function () { + this.mouse.reset(); + this.keyboard.reset(); + this.touch.reset(); + }; + Input.prototype.getWorldX = function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.x + this.x; + }; + Input.prototype.getWorldY = function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.y + this.y; + }; + Input.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Input', x, y); + this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28); + this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); + }; + return Input; + })(); + Phaser.Input = Input; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Keyboard = (function () { + function Keyboard(game) { + this._keys = { + }; + this._capture = { + }; + this._game = game; + this.start(); + } + Keyboard.prototype.start = function () { + var _this = this; + document.body.addEventListener('keydown', function (event) { + return _this.onKeyDown(event); + }, false); + document.body.addEventListener('keyup', function (event) { + return _this.onKeyUp(event); + }, false); + }; + Keyboard.prototype.addKeyCapture = function (keycode) { + this._capture[keycode] = true; + }; + Keyboard.prototype.removeKeyCapture = function (keycode) { + delete this._capture[keycode]; + }; + Keyboard.prototype.clearCaptures = function () { + this._capture = { + }; + }; + Keyboard.prototype.onKeyDown = function (event) { + if(this._capture[event.keyCode]) { + event.preventDefault(); + } + if(!this._keys[event.keyCode]) { + this._keys[event.keyCode] = { + isDown: true, + timeDown: this._game.time.now, + timeUp: 0 + }; + } else { + this._keys[event.keyCode].isDown = true; + this._keys[event.keyCode].timeDown = this._game.time.now; + } + }; + Keyboard.prototype.onKeyUp = function (event) { + if(this._capture[event.keyCode]) { + event.preventDefault(); + } + if(!this._keys[event.keyCode]) { + this._keys[event.keyCode] = { + isDown: false, + timeDown: 0, + timeUp: this._game.time.now + }; + } else { + this._keys[event.keyCode].isDown = false; + this._keys[event.keyCode].timeUp = this._game.time.now; + } + }; + Keyboard.prototype.reset = function () { + for(var key in this._keys) { + this._keys[key].isDown = false; + } + }; + Keyboard.prototype.justPressed = function (keycode, duration) { + if (typeof duration === "undefined") { duration = 250; } + if(this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) { + return true; + } else { + return false; + } + }; + Keyboard.prototype.justReleased = function (keycode, duration) { + if (typeof duration === "undefined") { duration = 250; } + if(this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) { + return true; + } else { + return false; + } + }; + Keyboard.prototype.isDown = function (keycode) { + if(this._keys[keycode]) { + return this._keys[keycode].isDown; + } else { + return false; + } + }; + Keyboard.A = "A".charCodeAt(0); + Keyboard.B = "B".charCodeAt(0); + Keyboard.C = "C".charCodeAt(0); + Keyboard.D = "D".charCodeAt(0); + Keyboard.E = "E".charCodeAt(0); + Keyboard.F = "F".charCodeAt(0); + Keyboard.G = "G".charCodeAt(0); + Keyboard.H = "H".charCodeAt(0); + Keyboard.I = "I".charCodeAt(0); + Keyboard.J = "J".charCodeAt(0); + Keyboard.K = "K".charCodeAt(0); + Keyboard.L = "L".charCodeAt(0); + Keyboard.M = "M".charCodeAt(0); + Keyboard.N = "N".charCodeAt(0); + Keyboard.O = "O".charCodeAt(0); + Keyboard.P = "P".charCodeAt(0); + Keyboard.Q = "Q".charCodeAt(0); + Keyboard.R = "R".charCodeAt(0); + Keyboard.S = "S".charCodeAt(0); + Keyboard.T = "T".charCodeAt(0); + Keyboard.U = "U".charCodeAt(0); + Keyboard.V = "V".charCodeAt(0); + Keyboard.W = "W".charCodeAt(0); + Keyboard.X = "X".charCodeAt(0); + Keyboard.Y = "Y".charCodeAt(0); + Keyboard.Z = "Z".charCodeAt(0); + Keyboard.ZERO = "0".charCodeAt(0); + Keyboard.ONE = "1".charCodeAt(0); + Keyboard.TWO = "2".charCodeAt(0); + Keyboard.THREE = "3".charCodeAt(0); + Keyboard.FOUR = "4".charCodeAt(0); + Keyboard.FIVE = "5".charCodeAt(0); + Keyboard.SIX = "6".charCodeAt(0); + Keyboard.SEVEN = "7".charCodeAt(0); + Keyboard.EIGHT = "8".charCodeAt(0); + Keyboard.NINE = "9".charCodeAt(0); + Keyboard.NUMPAD_0 = 96; + Keyboard.NUMPAD_1 = 97; + Keyboard.NUMPAD_2 = 98; + Keyboard.NUMPAD_3 = 99; + Keyboard.NUMPAD_4 = 100; + Keyboard.NUMPAD_5 = 101; + Keyboard.NUMPAD_6 = 102; + Keyboard.NUMPAD_7 = 103; + Keyboard.NUMPAD_8 = 104; + Keyboard.NUMPAD_9 = 105; + Keyboard.NUMPAD_MULTIPLY = 106; + Keyboard.NUMPAD_ADD = 107; + Keyboard.NUMPAD_ENTER = 108; + Keyboard.NUMPAD_SUBTRACT = 109; + Keyboard.NUMPAD_DECIMAL = 110; + Keyboard.NUMPAD_DIVIDE = 111; + Keyboard.F1 = 112; + Keyboard.F2 = 113; + Keyboard.F3 = 114; + Keyboard.F4 = 115; + Keyboard.F5 = 116; + Keyboard.F6 = 117; + Keyboard.F7 = 118; + Keyboard.F8 = 119; + Keyboard.F9 = 120; + Keyboard.F10 = 121; + Keyboard.F11 = 122; + Keyboard.F12 = 123; + Keyboard.F13 = 124; + Keyboard.F14 = 125; + Keyboard.F15 = 126; + Keyboard.COLON = 186; + Keyboard.EQUALS = 187; + Keyboard.UNDERSCORE = 189; + Keyboard.QUESTION_MARK = 191; + Keyboard.TILDE = 192; + Keyboard.OPEN_BRACKET = 219; + Keyboard.BACKWARD_SLASH = 220; + Keyboard.CLOSED_BRACKET = 221; + Keyboard.QUOTES = 222; + Keyboard.BACKSPACE = 8; + Keyboard.TAB = 9; + Keyboard.CLEAR = 12; + Keyboard.ENTER = 13; + Keyboard.SHIFT = 16; + Keyboard.CONTROL = 17; + Keyboard.ALT = 18; + Keyboard.CAPS_LOCK = 20; + Keyboard.ESC = 27; + Keyboard.SPACEBAR = 32; + Keyboard.PAGE_UP = 33; + Keyboard.PAGE_DOWN = 34; + Keyboard.END = 35; + Keyboard.HOME = 36; + Keyboard.LEFT = 37; + Keyboard.UP = 38; + Keyboard.RIGHT = 39; + Keyboard.DOWN = 40; + Keyboard.INSERT = 45; + Keyboard.DELETE = 46; + Keyboard.HELP = 47; + Keyboard.NUM_LOCK = 144; + return Keyboard; + })(); + Phaser.Keyboard = Keyboard; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Mouse = (function () { + function Mouse(game) { + this._x = 0; + this._y = 0; + this.isDown = false; + this.isUp = true; + this.timeDown = 0; + this.duration = 0; + this.timeUp = 0; + this._game = game; + this.start(); + } + Mouse.LEFT_BUTTON = 0; + Mouse.MIDDLE_BUTTON = 1; + Mouse.RIGHT_BUTTON = 2; + Mouse.prototype.start = function () { + var _this = this; + this._game.stage.canvas.addEventListener('mousedown', function (event) { + return _this.onMouseDown(event); + }, true); + this._game.stage.canvas.addEventListener('mousemove', function (event) { + return _this.onMouseMove(event); + }, true); + this._game.stage.canvas.addEventListener('mouseup', function (event) { + return _this.onMouseUp(event); + }, true); + }; + Mouse.prototype.reset = function () { + this.isDown = false; + this.isUp = true; + }; + Mouse.prototype.onMouseDown = function (event) { + this.button = event.button; + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; + this.isDown = true; + this.isUp = false; + this.timeDown = this._game.time.now; + }; + Mouse.prototype.update = function () { + //this._game.input.x = this._x * this._game.input.scaleX; + //this._game.input.y = this._y * this._game.input.scaleY; + if(this.isDown) { + this.duration = this._game.time.now - this.timeDown; + } + }; + Mouse.prototype.onMouseMove = function (event) { + this.button = event.button; + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; + }; + Mouse.prototype.onMouseUp = function (event) { + this.button = event.button; + this.isDown = false; + this.isUp = true; + this.timeUp = this._game.time.now; + this.duration = this.timeUp - this.timeDown; + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; + }; + return Mouse; + })(); + Phaser.Mouse = Mouse; +})(Phaser || (Phaser = {})); /// -/// -/// /** * Input - Finger * @@ -6745,229 +9021,235 @@ var Circle = (function () { * * @todo Lots */ -var Finger = (function () { - /** - * Constructor - * @param {Kiwi.Game} game. - * @return {Kiwi.Input.Finger} This object. - */ - function Finger(game) { +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Finger = (function () { /** - * - * @property point - * @type Point - **/ - this.point = null; - /** - * - * @property circle - * @type Circle - **/ - this.circle = null; - /** - * - * @property withinGame - * @type Boolean + * Constructor + * @param {Phaser.Game} game. + * @return {Phaser.Finger} This object. */ - this.withinGame = false; - /** - * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientX - * @type Number - */ - this.clientX = -1; - // - /** - * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientY - * @type Number - */ - this.clientY = -1; - // - /** - * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageX - * @type Number - */ - this.pageX = -1; - /** - * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageY - * @type Number - */ - this.pageY = -1; - /** - * The horizontal coordinate of point relative to the screen in pixels - * @property screenX - * @type Number - */ - this.screenX = -1; - /** - * The vertical coordinate of point relative to the screen in pixels - * @property screenY - * @type Number - */ - this.screenY = -1; - /** - * The horizontal coordinate of point relative to the game element - * @property x - * @type Number - */ - this.x = -1; - /** - * The vertical coordinate of point relative to the game element - * @property y - * @type Number - */ - this.y = -1; - /** - * - * @property isDown - * @type Boolean - **/ - this.isDown = false; - /** - * - * @property isUp - * @type Boolean - **/ - this.isUp = false; - /** - * - * @property timeDown - * @type Number - **/ - this.timeDown = 0; - /** - * - * @property duration - * @type Number - **/ - this.duration = 0; - /** - * - * @property timeUp - * @type Number - **/ - this.timeUp = 0; - /** - * - * @property justPressedRate - * @type Number - **/ - this.justPressedRate = 200; - /** - * - * @property justReleasedRate - * @type Number - **/ - this.justReleasedRate = 200; - this._game = game; - this.active = false; - } - Finger.prototype.start = /** - * - * @method start - * @param {Any} event - */ - function (event) { - this.identifier = event.identifier; - this.target = event.target; - // populate geom objects - if(this.point === null) { - this.point = new Point(); + function Finger(game) { + /** + * + * @property point + * @type Point + **/ + this.point = null; + /** + * + * @property circle + * @type Circle + **/ + this.circle = null; + /** + * + * @property withinGame + * @type Boolean + */ + this.withinGame = false; + /** + * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientX + * @type Number + */ + this.clientX = -1; + // + /** + * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientY + * @type Number + */ + this.clientY = -1; + // + /** + * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageX + * @type Number + */ + this.pageX = -1; + /** + * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageY + * @type Number + */ + this.pageY = -1; + /** + * The horizontal coordinate of point relative to the screen in pixels + * @property screenX + * @type Number + */ + this.screenX = -1; + /** + * The vertical coordinate of point relative to the screen in pixels + * @property screenY + * @type Number + */ + this.screenY = -1; + /** + * The horizontal coordinate of point relative to the game element + * @property x + * @type Number + */ + this.x = -1; + /** + * The vertical coordinate of point relative to the game element + * @property y + * @type Number + */ + this.y = -1; + /** + * + * @property isDown + * @type Boolean + **/ + this.isDown = false; + /** + * + * @property isUp + * @type Boolean + **/ + this.isUp = false; + /** + * + * @property timeDown + * @type Number + **/ + this.timeDown = 0; + /** + * + * @property duration + * @type Number + **/ + this.duration = 0; + /** + * + * @property timeUp + * @type Number + **/ + this.timeUp = 0; + /** + * + * @property justPressedRate + * @type Number + **/ + this.justPressedRate = 200; + /** + * + * @property justReleasedRate + * @type Number + **/ + this.justReleasedRate = 200; + this._game = game; + this.active = false; } - if(this.circle === null) { - this.circle = new Circle(0, 0, 44); - } - this.move(event); - this.active = true; - this.withinGame = true; - this.isDown = true; - this.isUp = false; - this.timeDown = this._game.time.now; - }; - Finger.prototype.move = /** - * - * @method move - * @param {Any} event - */ - function (event) { - this.clientX = event.clientX; - this.clientY = event.clientY; - this.pageX = event.pageX; - this.pageY = event.pageY; - this.screenX = event.screenX; - this.screenY = event.screenY; - this.x = this.pageX - this._game.stage.offset.x; - this.y = this.pageY - this._game.stage.offset.y; - this.point.setTo(this.x, this.y); - this.circle.setTo(this.x, this.y, 44); - // Droppings history (used for gestures and motion tracking) - this.duration = this._game.time.now - this.timeDown; - }; - Finger.prototype.leave = /** - * - * @method leave - * @param {Any} event - */ - function (event) { - this.withinGame = false; - this.move(event); - }; - Finger.prototype.stop = /** - * - * @method stop - * @param {Any} event - */ - function (event) { - this.active = false; - this.withinGame = false; - this.isDown = false; - this.isUp = true; - this.timeUp = this._game.time.now; - this.duration = this.timeUp - this.timeDown; - }; - Finger.prototype.justPressed = /** - * - * @method justPressed - * @param {Number} [duration]. - * @return {Boolean} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this.justPressedRate; } - if(this.isDown === true && (this.timeDown + duration) > this._game.time.now) { - return true; - } else { - return false; - } - }; - Finger.prototype.justReleased = /** - * - * @method justReleased - * @param {Number} [duration]. - * @return {Boolean} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this.justReleasedRate; } - if(this.isUp === true && (this.timeUp + duration) > this._game.time.now) { - return true; - } else { - return false; - } - }; - Finger.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Finger (identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; - }; - return Finger; -})(); + Finger.prototype.start = /** + * + * @method start + * @param {Any} event + */ + function (event) { + this.identifier = event.identifier; + this.target = event.target; + // populate geom objects + if(this.point === null) { + this.point = new Phaser.Point(); + } + if(this.circle === null) { + this.circle = new Phaser.Circle(0, 0, 44); + } + this.move(event); + this.active = true; + this.withinGame = true; + this.isDown = true; + this.isUp = false; + this.timeDown = this._game.time.now; + }; + Finger.prototype.move = /** + * + * @method move + * @param {Any} event + */ + function (event) { + this.clientX = event.clientX; + this.clientY = event.clientY; + this.pageX = event.pageX; + this.pageY = event.pageY; + this.screenX = event.screenX; + this.screenY = event.screenY; + this.x = this.pageX - this._game.stage.offset.x; + this.y = this.pageY - this._game.stage.offset.y; + this.point.setTo(this.x, this.y); + this.circle.setTo(this.x, this.y, 44); + // Droppings history (used for gestures and motion tracking) + this.duration = this._game.time.now - this.timeDown; + }; + Finger.prototype.leave = /** + * + * @method leave + * @param {Any} event + */ + function (event) { + this.withinGame = false; + this.move(event); + }; + Finger.prototype.stop = /** + * + * @method stop + * @param {Any} event + */ + function (event) { + this.active = false; + this.withinGame = false; + this.isDown = false; + this.isUp = true; + this.timeUp = this._game.time.now; + this.duration = this.timeUp - this.timeDown; + }; + Finger.prototype.justPressed = /** + * + * @method justPressed + * @param {Number} [duration]. + * @return {Boolean} + */ + function (duration) { + if (typeof duration === "undefined") { duration = this.justPressedRate; } + if(this.isDown === true && (this.timeDown + duration) > this._game.time.now) { + return true; + } else { + return false; + } + }; + Finger.prototype.justReleased = /** + * + * @method justReleased + * @param {Number} [duration]. + * @return {Boolean} + */ + function (duration) { + if (typeof duration === "undefined") { duration = this.justReleasedRate; } + if(this.isUp === true && (this.timeUp + duration) > this._game.time.now) { + return true; + } else { + return false; + } + }; + Finger.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Finger (identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; + }; + return Finger; + })(); + Phaser.Finger = Finger; +})(Phaser || (Phaser = {})); /// -/// /// /** * Input - Touch @@ -6986,1959 +9268,951 @@ var Finger = (function () { * Touch point within GameObject * Input Zones (mouse and touch) - lock entities within them + axis aligned drags */ -var Touch = (function () { - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - function Touch(game) { - /** - * - * @property x - * @type Number - **/ - this.x = 0; - /** - * - * @property y - * @type Number - **/ - this.y = 0; - /** - * - * @property isDown - * @type Boolean - **/ - this.isDown = false; - /** - * - * @property isUp - * @type Boolean - **/ - this.isUp = true; - this._game = game; - this.finger1 = new Finger(this._game); - this.finger2 = new Finger(this._game); - this.finger3 = new Finger(this._game); - this.finger4 = new Finger(this._game); - this.finger5 = new Finger(this._game); - this.finger6 = new Finger(this._game); - this.finger7 = new Finger(this._game); - this.finger8 = new Finger(this._game); - this.finger9 = new Finger(this._game); - this.finger10 = new Finger(this._game); - this._fingers = [ - this.finger1, - this.finger2, - this.finger3, - this.finger4, - this.finger5, - this.finger6, - this.finger7, - this.finger8, - this.finger9, - this.finger10 - ]; - this.touchDown = new Signal(); - this.touchUp = new Signal(); - this.start(); - } - Touch.prototype.start = /** - * - * @method start - */ - function () { - var _this = this; - this._game.stage.canvas.addEventListener('touchstart', function (event) { - return _this.onTouchStart(event); - }, false); - this._game.stage.canvas.addEventListener('touchmove', function (event) { - return _this.onTouchMove(event); - }, false); - this._game.stage.canvas.addEventListener('touchend', function (event) { - return _this.onTouchEnd(event); - }, false); - this._game.stage.canvas.addEventListener('touchenter', function (event) { - return _this.onTouchEnter(event); - }, false); - this._game.stage.canvas.addEventListener('touchleave', function (event) { - return _this.onTouchLeave(event); - }, false); - this._game.stage.canvas.addEventListener('touchcancel', function (event) { - return _this.onTouchCancel(event); - }, false); - document.addEventListener('touchmove', function (event) { - return _this.consumeTouchMove(event); - }, false); - }; - Touch.prototype.consumeTouchMove = /** - * Prevent iOS bounce-back (doesn't work?) - * @method consumeTouchMove - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - }; - Touch.prototype.onTouchStart = /** - * - * @method onTouchStart - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // A list of all the touch points that BECAME active with the current event - // https://developer.mozilla.org/en-US/docs/DOM/TouchList - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].active === false) { - this._fingers[f].start(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); - this.isDown = true; - this.isUp = false; - break; - } - } - } - }; - Touch.prototype.onTouchCancel = /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchCancel - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - // http://www.w3.org/TR/touch-events/#dfn-touchcancel - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].stop(event.changedTouches[i]); - break; - } - } - } - }; - Touch.prototype.onTouchEnter = /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchEnter - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // For touch enter and leave its a list of the touch points that have entered or left the target - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].active === false) { - this._fingers[f].start(event.changedTouches[i]); - break; - } - } - } - }; - Touch.prototype.onTouchLeave = /** - * Doesn't appear to be supported by most browsers yet - * @method onTouchLeave - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // For touch enter and leave its a list of the touch points that have entered or left the target - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].leave(event.changedTouches[i]); - break; - } - } - } - }; - Touch.prototype.onTouchMove = /** - * - * @method onTouchMove - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].move(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - break; - } - } - } - }; - Touch.prototype.onTouchEnd = /** - * - * @method onTouchEnd - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // For touch end its a list of the touch points that have been removed from the surface - // https://developer.mozilla.org/en-US/docs/DOM/TouchList - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - for(var f = 0; f < this._fingers.length; f++) { - if(this._fingers[f].identifier === event.changedTouches[i].identifier) { - this._fingers[f].stop(event.changedTouches[i]); - this.x = this._fingers[f].x; - this.y = this._fingers[f].y; - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); - this.isDown = false; - this.isUp = true; - break; - } - } - } - }; - Touch.prototype.calculateDistance = /** - * - * @method calculateDistance - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - function (finger1, finger2) { - }; - Touch.prototype.calculateAngle = /** - * - * @method calculateAngle - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - function (finger1, finger2) { - }; - Touch.prototype.checkOverlap = /** - * - * @method checkOverlap - * @param {Finger} finger1 - * @param {Finger} finger2 - **/ - function (finger1, finger2) { - }; - Touch.prototype.update = /** - * - * @method update - */ - function () { - }; - Touch.prototype.stop = /** - * - * @method stop - */ - function () { - //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); - //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); - //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); - //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); - //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); - //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); - }; - Touch.prototype.reset = /** - * - * @method reset - **/ - function () { - this.isDown = false; - this.isUp = false; - }; - return Touch; -})(); -/// -/// -/// -/// -var Input = (function () { - function Input(game) { - this.x = 0; - this.y = 0; - this.scaleX = 1; - this.scaleY = 1; - this.worldX = 0; - this.worldY = 0; - this._game = game; - this.mouse = new Mouse(this._game); - this.keyboard = new Keyboard(this._game); - this.touch = new Touch(this._game); - } - Input.prototype.update = function () { - this.x = Math.round(this.x); - this.y = Math.round(this.y); - this.worldX = this._game.camera.worldView.x + this.x; - this.worldY = this._game.camera.worldView.y + this.y; - this.mouse.update(); - this.touch.update(); - }; - Input.prototype.reset = function () { - this.mouse.reset(); - this.keyboard.reset(); - this.touch.reset(); - }; - Input.prototype.getWorldX = function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.x + this.x; - }; - Input.prototype.getWorldY = function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.y + this.y; - }; - Input.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Input', x, y); - this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28); - this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); - }; - return Input; -})(); -/** -* RequestAnimationFrame -* -* @desc Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly. -* -* @version 0.3 - 15th October 2012 -* @author Richard Davey -*/ -var RequestAnimationFrame = (function () { - /** - * Constructor - * @param {Any} callback - * @return {RequestAnimationFrame} This object. - */ - function RequestAnimationFrame(callback, callbackContext) { - /** - * - * @property _isSetTimeOut - * @type Boolean - * @private - **/ - this._isSetTimeOut = false; - /** - * - * @property lastTime - * @type Number - **/ - this.lastTime = 0; - /** - * - * @property currentTime - * @type Number - **/ - this.currentTime = 0; - /** - * - * @property isRunning - * @type Boolean - **/ - this.isRunning = false; - this._callback = callback; - this._callbackContext = callbackContext; - var vendors = [ - 'ms', - 'moz', - 'webkit', - 'o' - ]; - for(var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) { - window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; - window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; - } - this.start(); - } - RequestAnimationFrame.prototype.setCallback = /** - * - * @method callback - * @param {Any} callback - **/ - function (callback) { - this._callback = callback; - }; - RequestAnimationFrame.prototype.isUsingSetTimeOut = /** - * - * @method usingSetTimeOut - * @return Boolean - **/ - function () { - return this._isSetTimeOut; - }; - RequestAnimationFrame.prototype.isUsingRAF = /** - * - * @method usingRAF - * @return Boolean - **/ - function () { - if(this._isSetTimeOut === true) { - return false; - } else { - return true; - } - }; - RequestAnimationFrame.prototype.start = /** - * - * @method start - * @param {Any} [callback] - **/ - function (callback) { - if (typeof callback === "undefined") { callback = null; } - var _this = this; - if(callback) { - this._callback = callback; - } - if(!window.requestAnimationFrame) { - this._isSetTimeOut = true; - this._timeOutID = window.setTimeout(function () { - return _this.SetTimeoutUpdate(); - }, 0); - } else { - this._isSetTimeOut = false; - window.requestAnimationFrame(function () { - return _this.RAFUpdate(); - }); - } - this.isRunning = true; - }; - RequestAnimationFrame.prototype.stop = /** - * - * @method stop - **/ - function () { - if(this._isSetTimeOut) { - clearTimeout(this._timeOutID); - } else { - window.cancelAnimationFrame; - } - this.isRunning = false; - }; - RequestAnimationFrame.prototype.RAFUpdate = function () { - var _this = this; - // Not in IE8 (but neither is RAF) also doesn't use a high performance timer (window.performance.now) - this.currentTime = Date.now(); - if(this._callback) { - this._callback.call(this._callbackContext); - } - var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); - window.requestAnimationFrame(function () { - return _this.RAFUpdate(); - }); - this.lastTime = this.currentTime + timeToCall; - }; - RequestAnimationFrame.prototype.SetTimeoutUpdate = /** - * - * @method SetTimeoutUpdate - **/ - function () { - var _this = this; - // Not in IE8 - this.currentTime = Date.now(); - if(this._callback) { - this._callback.call(this._callbackContext); - } - var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); - this._timeOutID = window.setTimeout(function () { - return _this.SetTimeoutUpdate(); - }, timeToCall); - this.lastTime = this.currentTime + timeToCall; - }; - return RequestAnimationFrame; -})(); -/** -* Repeatable Random Data Generator -* -* @desc Manages the creation of unique internal game IDs -* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense -* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript -* -* @version 1.1 - 1st March 2013 -* @author Josh Faul -* @author Richard Davey, TypeScript conversion and additional methods -*/ -var RandomDataGenerator = (function () { - /** - * @constructor - * @param {Array} seeds - * @return {Kiwi.Utils.RandomDataGenerator} - */ - function RandomDataGenerator(seeds) { - if (typeof seeds === "undefined") { seeds = []; } - /** - * @property c - * @type Number - * @private - */ - this.c = 1; - this.sow(seeds); - } - RandomDataGenerator.prototype.uint32 = /** - * @method uint32 - * @private - */ - function () { - return this.rnd.apply(this) * 0x100000000;// 2^32 - - }; - RandomDataGenerator.prototype.fract32 = /** - * @method fract32 - * @private - */ - function () { - return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;// 2^-53 - - }; - RandomDataGenerator.prototype.rnd = // private random helper - /** - * @method rnd - * @private - */ - function () { - var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10;// 2^-32 - - this.c = t | 0; - this.s0 = this.s1; - this.s1 = this.s2; - this.s2 = t - this.c; - return this.s2; - }; - RandomDataGenerator.prototype.hash = /** - * @method hash - * @param {Any} data - * @private - */ - function (data) { - var h, i, n; - n = 0xefc8249d; - data = data.toString(); - for(i = 0; i < data.length; i++) { - n += data.charCodeAt(i); - h = 0.02519603282416938 * n; - n = h >>> 0; - h -= n; - h *= n; - n = h >>> 0; - h -= n; - n += h * 0x100000000// 2^32 - ; - } - return (n >>> 0) * 2.3283064365386963e-10;// 2^-32 - - }; - RandomDataGenerator.prototype.sow = /** - * Reset the seed of the random data generator - * @method sow - * @param {Array} seeds - */ - function (seeds) { - if (typeof seeds === "undefined") { seeds = []; } - this.s0 = this.hash(' '); - this.s1 = this.hash(this.s0); - this.s2 = this.hash(this.s1); - var seed; - for(var i = 0; seed = seeds[i++]; ) { - this.s0 -= this.hash(seed); - this.s0 += ~~(this.s0 < 0); - this.s1 -= this.hash(seed); - this.s1 += ~~(this.s1 < 0); - this.s2 -= this.hash(seed); - this.s2 += ~~(this.s2 < 0); - } - }; - Object.defineProperty(RandomDataGenerator.prototype, "integer", { - get: /** - * Returns a random integer between 0 and 2^32 - * @method integer - * @return {Number} - */ - function () { - return this.uint32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "frac", { - get: /** - * Returns a random real number between 0 and 1 - * @method frac - * @return {Number} - */ - function () { - return this.fract32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "real", { - get: /** - * Returns a random real number between 0 and 2^32 - * @method real - * @return {Number} - */ - function () { - return this.uint32() + this.fract32(); - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.integerInRange = /** - * Returns a random integer between min and max - * @method integerInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - function (min, max) { - return Math.floor(this.realInRange(min, max)); - }; - RandomDataGenerator.prototype.realInRange = /** - * Returns a random real number between min and max - * @method realInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - function (min, max) { - min = min || 0; - max = max || 0; - return this.frac * (max - min) + min; - }; - Object.defineProperty(RandomDataGenerator.prototype, "normal", { - get: /** - * Returns a random real number between -1 and 1 - * @method normal - * @return {Number} - */ - function () { - return 1 - 2 * this.frac; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "uuid", { - get: /** - * Returns a valid v4 UUID hex string (from https://gist.github.com/1308368) - * @method uuid - * @return {String} - */ - function () { - var a, b; - for(b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-') { - ; - } - return b; - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.pick = /** - * Returns a random member of `array` - * @method pick - * @param {Any} array - */ - function (array) { - return array[this.integerInRange(0, array.length)]; - }; - RandomDataGenerator.prototype.weightedPick = /** - * Returns a random member of `array`, favoring the earlier entries - * @method weightedPick - * @param {Any} array - */ - function (array) { - return array[~~(Math.pow(this.frac, 2) * array.length)]; - }; - RandomDataGenerator.prototype.timestamp = /** - * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified - * @method timestamp - * @param {Number} min - * @param {Number} max - */ - function (min, max) { - if (typeof min === "undefined") { min = 946684800000; } - if (typeof max === "undefined") { max = 1577862000000; } - return this.realInRange(min, max); - }; - Object.defineProperty(RandomDataGenerator.prototype, "angle", { - get: /** - * Returns a random angle between -180 and 180 - * @method angle - */ - function () { - return this.integerInRange(-180, 180); - }, - enumerable: true, - configurable: true - }); - return RandomDataGenerator; -})(); -/// -/** -* Device -* -* @desc Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr -* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js -* -* @version 1.0 - March 5th 2013 -* @author Richard Davey -* @author mrdoob -* @author Modernizr team -*/ -var Device = (function () { - /** - * - * @constructor - * @return {Device} This Object - */ - function Device() { - // Operating System - this.desktop = false; - /** - * - * @property iOS - * @type Boolean - */ - this.iOS = false; - /** - * - * @property android - * @type Boolean - */ - this.android = false; - /** - * - * @property chromeOS - * @type Boolean - */ - this.chromeOS = false; - /** - * - * @property linux - * @type Boolean - */ - this.linux = false; - /** - * - * @property maxOS - * @type Boolean - */ - this.macOS = false; - /** - * - * @property windows - * @type Boolean - */ - this.windows = false; - // Features - /** - * - * @property canvas - * @type Boolean - */ - this.canvas = false; - /** - * - * @property file - * @type Boolean - */ - this.file = false; - /** - * - * @property fileSystem - * @type Boolean - */ - this.fileSystem = false; - /** - * - * @property localStorage - * @type Boolean - */ - this.localStorage = false; - /** - * - * @property webGL - * @type Boolean - */ - this.webGL = false; - /** - * - * @property worker - * @type Boolean - */ - this.worker = false; - /** - * - * @property touch - * @type Boolean - */ - this.touch = false; - /** - * - * @property css3D - * @type Boolean - */ - this.css3D = false; - // Browser - /** - * - * @property arora - * @type Boolean - */ - this.arora = false; - /** - * - * @property chrome - * @type Boolean - */ - this.chrome = false; - /** - * - * @property epiphany - * @type Boolean - */ - this.epiphany = false; - /** - * - * @property firefox - * @type Boolean - */ - this.firefox = false; - /** - * - * @property ie - * @type Boolean - */ - this.ie = false; - /** - * - * @property ieVersion - * @type Number - */ - this.ieVersion = 0; - /** - * - * @property mobileSafari - * @type Boolean - */ - this.mobileSafari = false; - /** - * - * @property midori - * @type Boolean - */ - this.midori = false; - /** - * - * @property opera - * @type Boolean - */ - this.opera = false; - /** - * - * @property safari - * @type Boolean - */ - this.safari = false; - this.webApp = false; - // Audio - /** - * - * @property audioData - * @type Boolean - */ - this.audioData = false; - /** - * - * @property webaudio - * @type Boolean - */ - this.webaudio = false; - /** - * - * @property ogg - * @type Boolean - */ - this.ogg = false; - /** - * - * @property mp3 - * @type Boolean - */ - this.mp3 = false; - /** - * - * @property wav - * @type Boolean - */ - this.wav = false; - /** - * - * @property m4a - * @type Boolean - */ - this.m4a = false; - // Device - /** - * - * @property iPhone - * @type Boolean - */ - this.iPhone = false; - /** - * - * @property iPhone4 - * @type Boolean - */ - this.iPhone4 = false; - /** - * - * @property iPad - * @type Boolean - */ - this.iPad = false; - /** - * - * @property pixelRatio - * @type Number - */ - this.pixelRatio = 0; - this._checkAudio(); - this._checkBrowser(); - this._checkCSS3D(); - this._checkDevice(); - this._checkFeatures(); - this._checkOS(); - } - Device.prototype._checkOS = /** - * - * @method _checkOS - * @private - */ - function () { - var ua = navigator.userAgent; - if(/Android/.test(ua)) { - this.android = true; - } else if(/CrOS/.test(ua)) { - this.chromeOS = true; - } else if(/iP[ao]d|iPhone/i.test(ua)) { - this.iOS = true; - } else if(/Linux/.test(ua)) { - this.linux = true; - } else if(/Mac OS/.test(ua)) { - this.macOS = true; - } else if(/Windows/.test(ua)) { - this.windows = true; - } - if(this.windows || this.macOS || this.linux) { - this.desktop = true; - } - }; - Device.prototype._checkFeatures = /** - * - * @method _checkFeatures - * @private - */ - function () { - this.canvas = !!window['CanvasRenderingContext2D']; - try { - this.localStorage = !!localStorage.getItem; - } catch (error) { - this.localStorage = false; - } - this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; - this.fileSystem = !!window['requestFileSystem']; - this.webGL = !!window['WebGLRenderingContext']; - this.worker = !!window['Worker']; - if('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) { - this.touch = true; - } - }; - Device.prototype._checkBrowser = /** - * - * @method _checkBrowser - * @private - */ - function () { - var ua = navigator.userAgent; - if(/Arora/.test(ua)) { - this.arora = true; - } else if(/Chrome/.test(ua)) { - this.chrome = true; - } else if(/Epiphany/.test(ua)) { - this.epiphany = true; - } else if(/Firefox/.test(ua)) { - this.firefox = true; - } else if(/Mobile Safari/.test(ua)) { - this.mobileSafari = true; - } else if(/MSIE (\d+\.\d+);/.test(ua)) { - this.ie = true; - this.ieVersion = parseInt(RegExp.$1); - } else if(/Midori/.test(ua)) { - this.midori = true; - } else if(/Opera/.test(ua)) { - this.opera = true; - } else if(/Safari/.test(ua)) { - this.safari = true; - } - // WebApp mode in iOS - if(navigator['standalone']) { - this.webApp = true; - } - }; - Device.prototype._checkAudio = /** - * - * @method _checkAudio - * @private - */ - function () { - this.audioData = !!(window['Audio']); - this.webaudio = !!(window['webkitAudioContext'] || window['AudioContext']); - var audioElement = document.createElement('audio'); - var result = false; - try { - if(result = !!audioElement.canPlayType) { - if(audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) { - this.ogg = true; - } - if(audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) { - this.mp3 = true; - } - // Mimetypes accepted: - // developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements - // bit.ly/iphoneoscodecs - if(audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) { - this.wav = true; - } - if(audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) { - this.m4a = true; - } - } - } catch (e) { - } - }; - Device.prototype._checkDevice = /** - * - * @method _checkDevice - * @private - */ - function () { - this.pixelRatio = window['devicePixelRatio'] || 1; - this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; - this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); - this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; - }; - Device.prototype._checkCSS3D = /** - * - * @method _checkCSS3D - * @private - */ - function () { - var el = document.createElement('p'); - var has3d; - var transforms = { - 'webkitTransform': '-webkit-transform', - 'OTransform': '-o-transform', - 'msTransform': '-ms-transform', - 'MozTransform': '-moz-transform', - 'transform': 'transform' - }; - // Add it to the body to get the computed style. - document.body.insertBefore(el, null); - for(var t in transforms) { - if(el.style[t] !== undefined) { - el.style[t] = "translate3d(1px,1px,1px)"; - has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); - } - } - document.body.removeChild(el); - this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); - }; - Device.prototype.getAll = /** - * - * @method getAll - * @return {String} - */ - function () { - var output = ''; - output = output.concat('Device\n'); - output = output.concat('iPhone : ' + this.iPhone + '\n'); - output = output.concat('iPhone4 : ' + this.iPhone4 + '\n'); - output = output.concat('iPad : ' + this.iPad + '\n'); - output = output.concat('\n'); - output = output.concat('Operating System\n'); - output = output.concat('iOS: ' + this.iOS + '\n'); - output = output.concat('Android: ' + this.android + '\n'); - output = output.concat('ChromeOS: ' + this.chromeOS + '\n'); - output = output.concat('Linux: ' + this.linux + '\n'); - output = output.concat('MacOS: ' + this.macOS + '\n'); - output = output.concat('Windows: ' + this.windows + '\n'); - output = output.concat('\n'); - output = output.concat('Browser\n'); - output = output.concat('Arora: ' + this.arora + '\n'); - output = output.concat('Chrome: ' + this.chrome + '\n'); - output = output.concat('Epiphany: ' + this.epiphany + '\n'); - output = output.concat('Firefox: ' + this.firefox + '\n'); - output = output.concat('Internet Explorer: ' + this.ie + ' (' + this.ieVersion + ')\n'); - output = output.concat('Mobile Safari: ' + this.mobileSafari + '\n'); - output = output.concat('Midori: ' + this.midori + '\n'); - output = output.concat('Opera: ' + this.opera + '\n'); - output = output.concat('Safari: ' + this.safari + '\n'); - output = output.concat('\n'); - output = output.concat('Features\n'); - output = output.concat('Canvas: ' + this.canvas + '\n'); - output = output.concat('File: ' + this.file + '\n'); - output = output.concat('FileSystem: ' + this.fileSystem + '\n'); - output = output.concat('LocalStorage: ' + this.localStorage + '\n'); - output = output.concat('WebGL: ' + this.webGL + '\n'); - output = output.concat('Worker: ' + this.worker + '\n'); - output = output.concat('Touch: ' + this.touch + '\n'); - output = output.concat('CSS 3D: ' + this.css3D + '\n'); - output = output.concat('\n'); - output = output.concat('Audio\n'); - output = output.concat('Audio Data: ' + this.canvas + '\n'); - output = output.concat('Web Audio: ' + this.canvas + '\n'); - output = output.concat('Can play OGG: ' + this.canvas + '\n'); - output = output.concat('Can play MP3: ' + this.canvas + '\n'); - output = output.concat('Can play M4A: ' + this.canvas + '\n'); - output = output.concat('Can play WAV: ' + this.canvas + '\n'); - return output; - }; - return Device; -})(); -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// /** * Phaser -* -* v0.8 - April 15th 2013 -* -* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi. -* -* Richard Davey (@photonstorm) -* Adam Saltsman (@ADAMATOMIC) (original Flixel code) -* -* "If you want your children to be intelligent, read them fairy tales." -* "If you want them to be more intelligent, read them more fairy tales." -* -- Albert Einstein */ -var Game = (function () { - function Game(callbackContext, parent, width, height, initCallback, createCallback, updateCallback, renderCallback) { - if (typeof parent === "undefined") { parent = ''; } - if (typeof width === "undefined") { width = 800; } - if (typeof height === "undefined") { height = 600; } - if (typeof initCallback === "undefined") { initCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - var _this = this; - this._maxAccumulation = 32; - this._accumulator = 0; - this._step = 0; - this._loadComplete = false; - this._paused = false; - this._pendingState = null; - this.onInitCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - this.isBooted = false; - this.callbackContext = callbackContext; - this.onInitCallback = initCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - if(document.readyState === 'complete' || document.readyState === 'interactive') { - this.boot(parent, width, height); - } else { - document.addEventListener('DOMContentLoaded', function () { - return _this.boot(parent, width, height); +var Phaser; +(function (Phaser) { + var Touch = (function () { + /** + * Constructor + * @param {Game} game. + * @return {Touch} This object. + */ + function Touch(game) { + /** + * + * @property x + * @type Number + **/ + this.x = 0; + /** + * + * @property y + * @type Number + **/ + this.y = 0; + /** + * + * @property isDown + * @type Boolean + **/ + this.isDown = false; + /** + * + * @property isUp + * @type Boolean + **/ + this.isUp = true; + this._game = game; + this.finger1 = new Phaser.Finger(this._game); + this.finger2 = new Phaser.Finger(this._game); + this.finger3 = new Phaser.Finger(this._game); + this.finger4 = new Phaser.Finger(this._game); + this.finger5 = new Phaser.Finger(this._game); + this.finger6 = new Phaser.Finger(this._game); + this.finger7 = new Phaser.Finger(this._game); + this.finger8 = new Phaser.Finger(this._game); + this.finger9 = new Phaser.Finger(this._game); + this.finger10 = new Phaser.Finger(this._game); + this._fingers = [ + this.finger1, + this.finger2, + this.finger3, + this.finger4, + this.finger5, + this.finger6, + this.finger7, + this.finger8, + this.finger9, + this.finger10 + ]; + this.touchDown = new Phaser.Signal(); + this.touchUp = new Phaser.Signal(); + this.start(); + } + Touch.prototype.start = /** + * + * @method start + */ + function () { + var _this = this; + this._game.stage.canvas.addEventListener('touchstart', function (event) { + return _this.onTouchStart(event); }, false); - } - } - Game.VERSION = 'Phaser version 0.8'; - Game.prototype.boot = function (parent, width, height) { - var _this = this; - if(!document.body) { - window.setTimeout(function () { - return _this.boot(parent, width, height); - }, 13); - } else { - this.device = new Device(); - this.stage = new Stage(this, parent, width, height); - this.world = new World(this, width, height); - this.sound = new SoundManager(this); - this.cache = new Cache(this); - this.loader = new Loader(this, this.loadComplete); - this.time = new Time(this); - this.input = new Input(this); - this.math = new GameMath(this); - this.rnd = new RandomDataGenerator([ - (Date.now() * Math.random()).toString() - ]); - this.framerate = 60; - // Display the default game screen? - if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { - this.isBooted = false; - this.stage.drawInitScreen(); - } else { - this.isBooted = true; - this._loadComplete = false; - this._raf = new RequestAnimationFrame(this.loop, this); - if(this._pendingState) { - this.switchState(this._pendingState, false, false); - } else { - this.startState(); + this._game.stage.canvas.addEventListener('touchmove', function (event) { + return _this.onTouchMove(event); + }, false); + this._game.stage.canvas.addEventListener('touchend', function (event) { + return _this.onTouchEnd(event); + }, false); + this._game.stage.canvas.addEventListener('touchenter', function (event) { + return _this.onTouchEnter(event); + }, false); + this._game.stage.canvas.addEventListener('touchleave', function (event) { + return _this.onTouchLeave(event); + }, false); + this._game.stage.canvas.addEventListener('touchcancel', function (event) { + return _this.onTouchCancel(event); + }, false); + document.addEventListener('touchmove', function (event) { + return _this.consumeTouchMove(event); + }, false); + }; + Touch.prototype.consumeTouchMove = /** + * Prevent iOS bounce-back (doesn't work?) + * @method consumeTouchMove + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + }; + Touch.prototype.onTouchStart = /** + * + * @method onTouchStart + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // A list of all the touch points that BECAME active with the current event + // https://developer.mozilla.org/en-US/docs/DOM/TouchList + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].active === false) { + this._fingers[f].start(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); + this.isDown = true; + this.isUp = false; + break; + } } } - } - }; - Game.prototype.loadComplete = function () { - // Called when the loader has finished after init was run - this._loadComplete = true; - }; - Game.prototype.loop = function () { - if(this._paused == true) { - if(this.onPausedCallback !== null) { - this.onPausedCallback.call(this.callbackContext); - } - return; - } - this.time.update(); - this.input.update(); - this.stage.update(); - this._accumulator += this.time.delta; - if(this._accumulator > this._maxAccumulation) { - this._accumulator = this._maxAccumulation; - } - while(this._accumulator >= this._step) { - this.time.elapsed = this.time.timeScale * (this._step / 1000); - this.world.update(); - this._accumulator = this._accumulator - this._step; - } - if(this._loadComplete && this.onUpdateCallback) { - this.onUpdateCallback.call(this.callbackContext); - } - this.world.render(); - if(this._loadComplete && this.onRenderCallback) { - this.onRenderCallback.call(this.callbackContext); - } - }; - Game.prototype.startState = function () { - if(this.onInitCallback !== null) { - this.onInitCallback.call(this.callbackContext); - } else { - // No init? Then there was nothing to load either - if(this.onCreateCallback !== null) { - this.onCreateCallback.call(this.callbackContext); - } - this._loadComplete = true; - } - }; - Game.prototype.setCallbacks = function (initCallback, createCallback, updateCallback, renderCallback) { - if (typeof initCallback === "undefined") { initCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - this.onInitCallback = initCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - }; - Game.prototype.switchState = function (state, clearWorld, clearCache) { - if (typeof clearWorld === "undefined") { clearWorld = true; } - if (typeof clearCache === "undefined") { clearCache = false; } - if(this.isBooted == false) { - this._pendingState = state; - return; - } - // Prototype? - if(typeof state === 'function') { - state = new state(this); - } - // Ok, have we got the right functions? - if(state['create'] || state['update']) { - this.callbackContext = state; - this.onInitCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - // Bingo, let's set them up - if(state['init']) { - this.onInitCallback = state['init']; - } - if(state['create']) { - this.onCreateCallback = state['create']; - } - if(state['update']) { - this.onUpdateCallback = state['update']; - } - if(state['render']) { - this.onRenderCallback = state['render']; - } - if(state['paused']) { - this.onPausedCallback = state['paused']; - } - if(clearWorld) { - this.world.destroy(); - if(clearCache == true) { - this.cache.destroy(); + }; + Touch.prototype.onTouchCancel = /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchCancel + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) + // http://www.w3.org/TR/touch-events/#dfn-touchcancel + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].stop(event.changedTouches[i]); + break; + } } } - this._loadComplete = false; - this.startState(); - } else { - throw Error("Invalid State object given. Must contain at least a create or update function."); - return; - } - }; - Game.prototype.destroy = // Nuke the whole game from orbit - function () { - this.callbackContext = null; - this.onInitCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - this.camera = null; - this.cache = null; - this.input = null; - this.loader = null; - this.sound = null; - this.stage = null; - this.time = null; - this.math = null; - this.world = null; - this.isBooted = false; - }; - Object.defineProperty(Game.prototype, "pause", { - get: function () { - return this._paused; - }, - set: function (value) { - if(value == true && this._paused == false) { - this._paused = true; - } else if(value == false && this._paused == true) { - this._paused = false; - this.time.time = Date.now(); - this.input.reset(); + }; + Touch.prototype.onTouchEnter = /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchEnter + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // For touch enter and leave its a list of the touch points that have entered or left the target + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].active === false) { + this._fingers[f].start(event.changedTouches[i]); + break; + } + } } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Game.prototype, "framerate", { - get: function () { - return 1000 / this._step; - }, - set: function (value) { - this._step = 1000 / value; - if(this._maxAccumulation < this._step) { - this._maxAccumulation = this._step; + }; + Touch.prototype.onTouchLeave = /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchLeave + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // For touch enter and leave its a list of the touch points that have entered or left the target + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].leave(event.changedTouches[i]); + break; + } + } } - }, - enumerable: true, - configurable: true - }); - Game.prototype.createCamera = // Handy Proxy methods - function (x, y, width, height) { - return this.world.createCamera(x, y, width, height); - }; - Game.prototype.createSprite = function (x, y, key) { - if (typeof key === "undefined") { key = ''; } - return this.world.createSprite(x, y, key); - }; - Game.prototype.createDynamicTexture = function (key, width, height) { - return this.world.createDynamicTexture(key, width, height); - }; - Game.prototype.createGroup = function (MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - return this.world.createGroup(MaxSize); - }; - Game.prototype.createParticle = function () { - return this.world.createParticle(); - }; - Game.prototype.createEmitter = function (x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - return this.world.createEmitter(x, y, size); - }; - Game.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { - return this.world.createTilemap(key, mapData, format, tileWidth, tileHeight); - }; - Game.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { - if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - return this.world.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, World.separate); - }; - return Game; -})(); -/// -/// -/// -/// -/// -var FrameData = (function () { - function FrameData() { - this._frames = []; - this._frameNames = []; - } - Object.defineProperty(FrameData.prototype, "total", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - FrameData.prototype.addFrame = function (frame) { - frame.index = this._frames.length; - this._frames.push(frame); - if(frame.name !== '') { - this._frameNames[frame.name] = frame.index; - } - return frame; - }; - FrameData.prototype.getFrame = function (index) { - if(this._frames[index]) { - return this._frames[index]; - } - return null; - }; - FrameData.prototype.getFrameByName = function (name) { - if(this._frameNames[name] >= 0) { - return this._frames[this._frameNames[name]]; - } - return null; - }; - FrameData.prototype.getFrameRange = function (start, end, output) { - if (typeof output === "undefined") { output = []; } - for(var i = start; i <= end; i++) { - output.push(this._frames[i]); - } - return output; - }; - FrameData.prototype.getFrameIndexes = function (output) { - if (typeof output === "undefined") { output = []; } - output.length = 0; - for(var i = 0; i < this._frames.length; i++) { - output.push(i); - } - return output; - }; - FrameData.prototype.getAllFrames = function () { - return this._frames; - }; - FrameData.prototype.getFrames = function (range) { - var output = []; - for(var i = 0; i < range.length; i++) { - output.push(this._frames[i]); - } - return output; - }; - return FrameData; -})(); -/// -/// -/// -/// -/// -var Frame = (function () { - function Frame(x, y, width, height, name) { - // Useful for Texture Atlas files (is set to the filename value) - this.name = ''; - // Rotated? (not yet implemented) - this.rotated = false; - // Either cw or ccw, rotation is always 90 degrees - this.rotationDirection = 'cw'; - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.name = name; - this.rotated = false; - this.trimmed = false; - } - Frame.prototype.setRotation = function (rotated, rotationDirection) { - // Not yet supported - }; - Frame.prototype.setTrim = function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { - this.trimmed = trimmed; - this.sourceSizeW = actualWidth; - this.sourceSizeH = actualHeight; - this.spriteSourceSizeX = destX; - this.spriteSourceSizeY = destY; - this.spriteSourceSizeW = destWidth; - this.spriteSourceSizeH = destHeight; - }; - return Frame; -})(); -/// -/// -/// -/// -/// + }; + Touch.prototype.onTouchMove = /** + * + * @method onTouchMove + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].move(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + break; + } + } + } + }; + Touch.prototype.onTouchEnd = /** + * + * @method onTouchEnd + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // For touch end its a list of the touch points that have been removed from the surface + // https://developer.mozilla.org/en-US/docs/DOM/TouchList + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].stop(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); + this.isDown = false; + this.isUp = true; + break; + } + } + } + }; + Touch.prototype.calculateDistance = /** + * + * @method calculateDistance + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + function (finger1, finger2) { + }; + Touch.prototype.calculateAngle = /** + * + * @method calculateAngle + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + function (finger1, finger2) { + }; + Touch.prototype.checkOverlap = /** + * + * @method checkOverlap + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + function (finger1, finger2) { + }; + Touch.prototype.update = /** + * + * @method update + */ + function () { + }; + Touch.prototype.stop = /** + * + * @method stop + */ + function () { + //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); + //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); + //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); + //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); + //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); + //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); + }; + Touch.prototype.reset = /** + * + * @method reset + **/ + function () { + this.isDown = false; + this.isUp = false; + }; + return Touch; + })(); + Phaser.Touch = Touch; +})(Phaser || (Phaser = {})); +/// +/// /** -* Animation +* Emitter is a lightweight particle emitter. +* It can be used for one-time explosions or for +* continuous fx like rain and fire. Emitter +* is not optimized or anything; all it does is launch +* Particle objects out at set intervals +* by setting their positions and velocities accordingly. +* It is easy to use and relatively efficient, +* relying on Group's RECYCLE POWERS. * -* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object -* -* @version 1.0 - 22nd March 2013 -* @author Richard Davey +* @author Adam Atomic +* @author Richard Davey */ -var Animation = (function () { - function Animation(game, parent, frameData, name, frames, delay, looped) { - this._game = game; - this._parent = parent; - this._frames = frames; - this._frameData = frameData; - this.name = name; - this.delay = 1000 / delay; - this.looped = looped; - this.isFinished = false; - this.isPlaying = false; - } - Object.defineProperty(Animation.prototype, "frameTotal", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animation.prototype, "frame", { - get: function () { - return this._frameIndex; - }, - set: function (value) { - this.currentFrame = this._frameData.getFrame(value); - if(this.currentFrame !== null) { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = value; +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Emitter = (function (_super) { + __extends(Emitter, _super); + /** + * Creates a new FlxEmitter object at a specific position. + * Does NOT automatically generate or attach particles! + * + * @param X The X position of the emitter. + * @param Y The Y position of the emitter. + * @param Size Optional, specifies a maximum capacity for this emitter. + */ + function Emitter(game, X, Y, Size) { + if (typeof X === "undefined") { X = 0; } + if (typeof Y === "undefined") { Y = 0; } + if (typeof Size === "undefined") { Size = 0; } + _super.call(this, game, Size); + this.x = X; + this.y = Y; + this.width = 0; + this.height = 0; + this.minParticleSpeed = new Phaser.Point(-100, -100); + this.maxParticleSpeed = new Phaser.Point(100, 100); + this.minRotation = -360; + this.maxRotation = 360; + this.gravity = 0; + this.particleClass = null; + this.particleDrag = new Phaser.Point(); + this.frequency = 0.1; + this.lifespan = 3; + this.bounce = 0; + this._quantity = 0; + this._counter = 0; + this._explode = true; + this.on = false; + this._point = new Phaser.Point(); + } + Emitter.prototype.destroy = /** + * Clean up memory. + */ + function () { + this.minParticleSpeed = null; + this.maxParticleSpeed = null; + this.particleDrag = null; + this.particleClass = null; + this._point = null; + _super.prototype.destroy.call(this); + }; + Emitter.prototype.makeParticles = /** + * 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 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). + */ + function (Graphics, Quantity, BakedRotations, Multiple, Collide) { + if (typeof Quantity === "undefined") { Quantity = 50; } + if (typeof BakedRotations === "undefined") { BakedRotations = 16; } + if (typeof Multiple === "undefined") { Multiple = false; } + if (typeof Collide === "undefined") { Collide = 0.8; } + this.maxSize = Quantity; + var totalFrames = 1; + /* + if(Multiple) + { + var sprite:Sprite = new Sprite(this._game); + sprite.loadGraphic(Graphics,true); + totalFrames = sprite.frames; + sprite.destroy(); } - }, - enumerable: true, - configurable: true - }); - Animation.prototype.play = function (frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if(frameRate !== null) { - this.delay = 1000 / frameRate; - } - if(loop !== undefined) { - this.looped = loop; - } - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - }; - Animation.prototype.onComplete = function () { - this.isPlaying = false; - this.isFinished = true; - // callback - }; - Animation.prototype.stop = function () { - this.isPlaying = false; - this.isFinished = true; - }; - Animation.prototype.update = function () { - if(this.isPlaying == true && this._game.time.now >= this._timeNextFrame) { - this._frameIndex++; - if(this._frameIndex == this._frames.length) { - if(this.looped) { - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + */ + var randomFrame; + var particle; + var i = 0; + while(i < Quantity) { + if(this.particleClass == null) { + particle = new Phaser.Particle(this._game); } else { - this.onComplete(); + particle = new this.particleClass(this._game); } + if(Multiple) { + /* + randomFrame = this._game.math.random()*totalFrames; + if(BakedRotations > 0) + particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame); + else + { + particle.loadGraphic(Graphics,true); + particle.frame = randomFrame; + } + */ + } else { + /* + if (BakedRotations > 0) + particle.loadRotatedGraphic(Graphics,BakedRotations); + else + particle.loadGraphic(Graphics); + */ + if(Graphics) { + particle.loadGraphic(Graphics); + } + } + if(Collide > 0) { + particle.width *= Collide; + particle.height *= Collide; + //particle.centerOffsets(); + } else { + particle.allowCollisions = Phaser.Collision.NONE; + } + particle.exists = false; + this.add(particle); + i++; + } + return this; + }; + Emitter.prototype.update = /** + * Called automatically by the game loop, decides when to launch particles and when to "die". + */ + function () { + if(this.on) { + if(this._explode) { + this.on = false; + var i = 0; + var l = this._quantity; + if((l <= 0) || (l > this.length)) { + l = this.length; + } + while(i < l) { + this.emitParticle(); + i++; + } + this._quantity = 0; + } else { + this._timer += this._game.time.elapsed; + while((this.frequency > 0) && (this._timer > this.frequency) && this.on) { + this._timer -= this.frequency; + this.emitParticle(); + if((this._quantity > 0) && (++this._counter >= this._quantity)) { + this.on = false; + this._quantity = 0; + } + } + } + } + _super.prototype.update.call(this); + }; + Emitter.prototype.kill = /** + * Call this function to turn off all the particles and the emitter. + */ + function () { + this.on = false; + _super.prototype.kill.call(this); + }; + Emitter.prototype.start = /** + * Call this function to start emitting particles. + * + * @param Explode Whether the particles should all burst out at once. + * @param Lifespan How long each particle lives once emitted. 0 = forever. + * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds. + * @param Quantity How many particles to launch. 0 = "all of the particles". + */ + function (Explode, Lifespan, Frequency, Quantity) { + if (typeof Explode === "undefined") { Explode = true; } + if (typeof Lifespan === "undefined") { Lifespan = 0; } + if (typeof Frequency === "undefined") { Frequency = 0.1; } + if (typeof Quantity === "undefined") { Quantity = 0; } + this.revive(); + this.visible = true; + this.on = true; + this._explode = Explode; + this.lifespan = Lifespan; + this.frequency = Frequency; + this._quantity += Quantity; + this._counter = 0; + this._timer = 0; + }; + Emitter.prototype.emitParticle = /** + * This function can be used both internally and externally to emit the next particle. + */ + function () { + var particle = this.recycle(Phaser.Particle); + particle.lifespan = this.lifespan; + particle.elasticity = this.bounce; + particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height); + particle.visible = true; + if(this.minParticleSpeed.x != this.maxParticleSpeed.x) { + particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x); } else { - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + particle.velocity.x = this.minParticleSpeed.x; } - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; - return true; - } - return false; - }; - Animation.prototype.destroy = function () { - this._game = null; - this._parent = null; - this._frames = null; - this._frameData = null; - this.currentFrame = null; - this.isPlaying = false; - }; - return Animation; -})(); -/// -/// -/// -/// -/// -var AnimationLoader = (function () { - function AnimationLoader() { } - AnimationLoader.parseSpriteSheet = function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { - // How big is our image? - var img = game.cache.getImage(key); - if(img == null) { - return null; - } - var width = img.width; - var height = img.height; - var row = Math.round(width / frameWidth); - var column = Math.round(height / frameHeight); - var total = row * column; - if(frameMax !== -1) { - total = frameMax; - } - // Zero or smaller than frame sizes? - if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { - return null; - } - // Let's create some frames then - var data = new FrameData(); - var x = 0; - var y = 0; - for(var i = 0; i < total; i++) { - data.addFrame(new Frame(x, y, frameWidth, frameHeight, '')); - x += frameWidth; - if(x === width) { - x = 0; - y += frameHeight; + if(this.minParticleSpeed.y != this.maxParticleSpeed.y) { + particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y); + } else { + particle.velocity.y = this.minParticleSpeed.y; } - } - return data; - }; - AnimationLoader.parseJSONData = function parseJSONData(game, json) { - // Let's create some frames then - var data = new FrameData(); - // By this stage frames is a fully parsed array - var frames = json; - var newFrame; - for(var i = 0; i < frames.length; i++) { - newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); - newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); - } - return data; - }; - return AnimationLoader; -})(); -/// -var Cache = (function () { - function Cache(game) { - this._game = game; - this._canvases = { + particle.acceleration.y = this.gravity; + if(this.minRotation != this.maxRotation) { + particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation); + } else { + particle.angularVelocity = this.minRotation; + } + if(particle.angularVelocity != 0) { + particle.angle = this._game.math.random() * 360 - 180; + } + particle.drag.x = this.particleDrag.x; + particle.drag.y = this.particleDrag.y; + particle.onEmit(); }; - this._images = { + Emitter.prototype.setSize = /** + * A more compact way of setting the width and height of the emitter. + * + * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions). + * @param Height The desired height of the emitter. + */ + function (Width, Height) { + this.width = Width; + this.height = Height; }; - this._sounds = { + Emitter.prototype.setXSpeed = /** + * A more compact way of setting the X velocity range of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + function (Min, Max) { + if (typeof Min === "undefined") { Min = 0; } + if (typeof Max === "undefined") { Max = 0; } + this.minParticleSpeed.x = Min; + this.maxParticleSpeed.x = Max; }; - this._text = { + Emitter.prototype.setYSpeed = /** + * A more compact way of setting the Y velocity range of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + function (Min, Max) { + if (typeof Min === "undefined") { Min = 0; } + if (typeof Max === "undefined") { Max = 0; } + this.minParticleSpeed.y = Min; + this.maxParticleSpeed.y = Max; }; - } - Cache.prototype.addCanvas = function (key, canvas, context) { - this._canvases[key] = { - canvas: canvas, - context: context + Emitter.prototype.setRotation = /** + * A more compact way of setting the angular velocity constraints of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + function (Min, Max) { + if (typeof Min === "undefined") { Min = 0; } + if (typeof Max === "undefined") { Max = 0; } + this.minRotation = Min; + this.maxRotation = Max; }; - }; - Cache.prototype.addSpriteSheet = function (key, url, data, frameWidth, frameHeight, frameMax) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true, - frameWidth: frameWidth, - frameHeight: frameHeight + Emitter.prototype.at = /** + * Change the emitter's midpoint to match the midpoint of a FlxObject. + * + * @param Object The FlxObject that you want to sync up with. + */ + function (Object) { + Object.getMidpoint(this._point); + this.x = this._point.x - (this.width >> 1); + this.y = this._point.y - (this.height >> 1); }; - this._images[key].frameData = AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); - }; - Cache.prototype.addTextureAtlas = function (key, url, data, jsonData) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true + return Emitter; + })(Phaser.Group); + Phaser.Emitter = Emitter; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var GeomSprite = (function (_super) { + __extends(GeomSprite, _super); + function GeomSprite(game, x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + _super.call(this, game, x, y); + // local rendering related temp vars to help avoid gc spikes + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this.type = 0; + this.renderOutline = true; + this.renderFill = true; + this.lineWidth = 1; + this.lineColor = 'rgb(0,255,0)'; + this.fillColor = 'rgb(0,100,0)'; + this.type = GeomSprite.UNASSIGNED; + return this; + } + GeomSprite.UNASSIGNED = 0; + GeomSprite.CIRCLE = 1; + GeomSprite.LINE = 2; + GeomSprite.POINT = 3; + GeomSprite.RECTANGLE = 4; + GeomSprite.prototype.loadCircle = function (circle) { + this.refresh(); + this.circle = circle; + this.type = GeomSprite.CIRCLE; + return this; }; - this._images[key].frameData = AnimationLoader.parseJSONData(this._game, jsonData); - }; - Cache.prototype.addImage = function (key, url, data) { - this._images[key] = { - url: url, - data: data, - spriteSheet: false + GeomSprite.prototype.loadLine = function (line) { + this.refresh(); + this.line = line; + this.type = GeomSprite.LINE; + return this; }; - }; - Cache.prototype.addSound = function (key, url, data) { - this._sounds[key] = { - url: url, - data: data, - decoded: false + GeomSprite.prototype.loadPoint = function (point) { + this.refresh(); + this.point = point; + this.type = GeomSprite.POINT; + return this; }; - }; - Cache.prototype.decodedSound = function (key, data) { - this._sounds[key].data = data; - this._sounds[key].decoded = true; - }; - Cache.prototype.addText = function (key, url, data) { - this._text[key] = { - url: url, - data: data + GeomSprite.prototype.loadRectangle = function (rect) { + this.refresh(); + this.rect = rect; + this.type = GeomSprite.RECTANGLE; + return this; }; - }; - Cache.prototype.getCanvas = function (key) { - if(this._canvases[key]) { - return this._canvases[key].canvas; - } - return null; - }; - Cache.prototype.getImage = function (key) { - if(this._images[key]) { - return this._images[key].data; - } - return null; - }; - Cache.prototype.getFrameData = function (key) { - if(this._images[key] && this._images[key].spriteSheet == true) { - return this._images[key].frameData; - } - return null; - }; - Cache.prototype.getSound = function (key) { - if(this._sounds[key]) { - return this._sounds[key].data; - } - return null; - }; - Cache.prototype.isSoundDecoded = function (key) { - if(this._sounds[key]) { - return this._sounds[key].decoded; - } - }; - Cache.prototype.isSpriteSheet = function (key) { - if(this._images[key]) { - return this._images[key].spriteSheet; - } - }; - Cache.prototype.getText = function (key) { - if(this._text[key]) { - return this._text[key].data; - } - return null; - }; - Cache.prototype.destroy = function () { - for(var item in this._canvases) { - delete this._canvases[item['key']]; - } - for(var item in this._images) { - delete this._images[item['key']]; - } - for(var item in this._sounds) { - delete this._sounds[item['key']]; - } - for(var item in this._text) { - delete this._text[item['key']]; - } - }; - return Cache; -})(); -/// -/// -/// -/// -/// -/// -/// -var Animations = (function () { - function Animations(game, parent) { - this._frameData = null; - this.currentFrame = null; - this._game = game; - this._parent = parent; - this._anims = { + GeomSprite.prototype.createCircle = function (diameter) { + this.refresh(); + this.circle = new Phaser.Circle(this.x, this.y, diameter); + this.type = GeomSprite.CIRCLE; + this.bounds.setTo(this.circle.x - this.circle.radius, this.circle.y - this.circle.radius, this.circle.diameter, this.circle.diameter); + return this; }; - } - Animations.prototype.loadFrameData = function (frameData) { - this._frameData = frameData; - this.frame = 0; - }; - Animations.prototype.add = function (name, frames, frameRate, loop) { - if (typeof frames === "undefined") { frames = null; } - if (typeof frameRate === "undefined") { frameRate = 60; } - if (typeof loop === "undefined") { loop = false; } - if(this._frameData == null) { - return; - } - if(frames == null) { - frames = this._frameData.getFrameIndexes(); - } else { - if(this.validateFrames(frames) == false) { + GeomSprite.prototype.createLine = function (x, y) { + this.refresh(); + this.line = new Phaser.Line(this.x, this.y, x, y); + this.type = GeomSprite.LINE; + this.bounds.setTo(this.x, this.y, this.line.width, this.line.height); + return this; + }; + GeomSprite.prototype.createPoint = function () { + this.refresh(); + this.point = new Phaser.Point(this.x, this.y); + this.type = GeomSprite.POINT; + this.bounds.width = 1; + this.bounds.height = 1; + return this; + }; + GeomSprite.prototype.createRectangle = function (width, height) { + this.refresh(); + this.rect = new Phaser.Rectangle(this.x, this.y, width, height); + this.type = GeomSprite.RECTANGLE; + this.bounds.copyFrom(this.rect); + return this; + }; + GeomSprite.prototype.refresh = function () { + this.circle = null; + this.line = null; + this.point = null; + this.rect = null; + }; + GeomSprite.prototype.update = function () { + // Update bounds and position? + if(this.type == GeomSprite.UNASSIGNED) { return; + } else if(this.type == GeomSprite.CIRCLE) { + this.circle.x = this.x; + this.circle.y = this.y; + this.bounds.width = this.circle.diameter; + this.bounds.height = this.circle.diameter; + } else if(this.type == GeomSprite.LINE) { + this.line.x1 = this.x; + this.line.y1 = this.y; + this.bounds.setTo(this.x, this.y, this.line.width, this.line.height); + } else if(this.type == GeomSprite.POINT) { + this.point.x = this.x; + this.point.y = this.y; + } else if(this.type == GeomSprite.RECTANGLE) { + this.rect.x = this.x; + this.rect.y = this.y; + this.bounds.copyFrom(this.rect); } - } - this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); - this.currentAnim = this._anims[name]; - }; - Animations.prototype.validateFrames = function (frames) { - var result = true; - for(var i = 0; i < frames.length; i++) { - if(frames[i] > this._frameData.total) { + }; + GeomSprite.prototype.inCamera = function (camera) { + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); + this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); + } else { + return camera.overlap(this.bounds); + } + }; + GeomSprite.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + // Render checks + if(this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) { return false; } - } - }; - Animations.prototype.play = function (name, frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if(this._anims[name]) { - this.currentAnim = this._anims[name]; - this.currentAnim.play(frameRate, loop); - } - }; - Animations.prototype.stop = function (name) { - if(this._anims[name]) { - this.currentAnim = this._anims[name]; - this.currentAnim.stop(); - } - }; - Animations.prototype.update = function () { - if(this.currentAnim && this.currentAnim.update() == true) { - this.currentFrame = this.currentAnim.currentFrame; - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - } - }; - Object.defineProperty(Animations.prototype, "frameTotal", { - get: function () { - return this._frameData.total; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animations.prototype, "frame", { - get: function () { - return this._frameIndex; - }, - set: function (value) { - this.currentFrame = this._frameData.getFrame(value); - if(this.currentFrame !== null) { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = value; + // Alpha + if(this.alpha !== 1) { + var globalAlpha = this._game.stage.context.globalAlpha; + this._game.stage.context.globalAlpha = this.alpha; } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animations.prototype, "frameName", { - get: function () { - return this.currentFrame.name; - }, - set: function (value) { - this.currentFrame = this._frameData.getFrameByName(value); - if(this.currentFrame !== null) { - this._parent.bounds.width = this.currentFrame.width; - this._parent.bounds.height = this.currentFrame.height; - this._frameIndex = this.currentFrame.index; + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + // Circles are drawn center based + if(this.type == GeomSprite.CIRCLE) { + this._dx += this.circle.radius; + this._dy += this.circle.radius; } - }, - enumerable: true, - configurable: true - }); - return Animations; -})(); -/// -var State = (function () { - function State(game) { - this.game = game; - this.camera = game.camera; - this.cache = game.cache; - this.input = game.input; - this.loader = game.loader; - this.sound = game.sound; - this.stage = game.stage; - this.time = game.time; - this.math = game.math; - this.world = game.world; - } - State.prototype.init = // Overload these in your own States - function () { - }; - State.prototype.create = function () { - }; - State.prototype.update = function () { - }; - State.prototype.render = function () { - }; - State.prototype.paused = function () { - }; - State.prototype.createCamera = // Handy Proxy methods - function (x, y, width, height) { - return this.game.world.createCamera(x, y, width, height); - }; - State.prototype.createSprite = function (x, y, key) { - if (typeof key === "undefined") { key = ''; } - return this.game.world.createSprite(x, y, key); - }; - State.prototype.createGroup = function (MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - return this.game.world.createGroup(MaxSize); - }; - State.prototype.createParticle = function () { - return this.game.world.createParticle(); - }; - State.prototype.createEmitter = function (x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - return this.game.world.createEmitter(x, y, size); - }; - State.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { - return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight); - }; - State.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { - if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } - if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } - if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } - return this.game.world.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, World.separate); - }; - return State; -})(); -/// -/// + // Apply camera difference + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx -= (camera.worldView.x * this.scrollFactor.x); + this._dy -= (camera.worldView.y * this.scrollFactor.y); + } + // Rotation (misleading?) + 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.rotate(this.angle * (Math.PI / 180)); + this._dx = -(this._dw / 2); + this._dy = -(this._dh / 2); + } + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + this._dw = Math.round(this._dw); + this._dh = Math.round(this._dh); + 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.lineWidth = this.lineWidth; + this._game.stage.context.strokeStyle = this.lineColor; + this._game.stage.context.fillStyle = this.fillColor; + if(this._game.stage.fillStyle !== this.fillColor) { + } + // Primitive Renderer + if(this.type == GeomSprite.CIRCLE) { + this._game.stage.context.beginPath(); + this._game.stage.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2); + this._game.stage.context.stroke(); + if(this.renderFill) { + this._game.stage.context.fill(); + } + this._game.stage.context.closePath(); + } else if(this.type == GeomSprite.LINE) { + this._game.stage.context.beginPath(); + this._game.stage.context.moveTo(this._dx, this._dy); + this._game.stage.context.lineTo(this.line.x2, this.line.y2); + this._game.stage.context.stroke(); + this._game.stage.context.closePath(); + } else if(this.type == GeomSprite.POINT) { + this._game.stage.context.fillRect(this._dx, this._dy, 2, 2); + } else if(this.type == GeomSprite.RECTANGLE) { + // We can use the faster fillRect if we don't need the outline + if(this.renderOutline == false) { + this._game.stage.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height); + } else { + this._game.stage.context.beginPath(); + this._game.stage.context.rect(this._dx, this._dy, this.rect.width, this.rect.height); + this._game.stage.context.stroke(); + if(this.renderFill) { + this._game.stage.context.fill(); + } + this._game.stage.context.closePath(); + } + } + this._game.stage.restoreCanvasValues(); + if(this.rotation !== 0) { + this._game.stage.context.translate(0, 0); + this._game.stage.context.restore(); + } + if(globalAlpha > -1) { + this._game.stage.context.globalAlpha = globalAlpha; + } + return true; + }; + GeomSprite.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + //this._game.stage.context.fillStyle = color; + //this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); + //this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); + //this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); + //this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); + }; + GeomSprite.prototype.collide = // Gives a basic boolean response to a geometric collision. + // If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object. + function (source) { + // Circle vs. Circle + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.CIRCLE) { + return Phaser.Collision.circleToCircle(this.circle, source.circle).result; + } + // Circle vs. Rect + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.circleToRectangle(this.circle, source.rect).result; + } + // Circle vs. Point + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.POINT) { + return Phaser.Collision.circleContainsPoint(this.circle, source.point).result; + } + // Circle vs. Line + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineToCircle(source.line, this.circle).result; + } + // Rect vs. Rect + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.rectangleToRectangle(this.rect, source.rect).result; + } + // Rect vs. Circle + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.CIRCLE) { + return Phaser.Collision.circleToRectangle(source.circle, this.rect).result; + } + // Rect vs. Point + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.POINT) { + return Phaser.Collision.pointToRectangle(source.point, this.rect).result; + } + // Rect vs. Line + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineToRectangle(source.line, this.rect).result; + } + // Point vs. Point + if(this.type == GeomSprite.POINT && source.type == GeomSprite.POINT) { + return this.point.equals(source.point); + } + // Point vs. Circle + if(this.type == GeomSprite.POINT && source.type == GeomSprite.CIRCLE) { + return Phaser.Collision.circleContainsPoint(source.circle, this.point).result; + } + // Point vs. Rect + if(this.type == GeomSprite.POINT && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.pointToRectangle(this.point, source.rect).result; + } + // Point vs. Line + if(this.type == GeomSprite.POINT && source.type == GeomSprite.LINE) { + return source.line.isPointOnLine(this.point.x, this.point.y); + } + // Line vs. Line + if(this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineSegmentToLineSegment(this.line, source.line).result; + } + // Line vs. Circle + if(this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineToCircle(this.line, source.circle).result; + } + // Line vs. Rect + if(this.type == GeomSprite.LINE && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.lineSegmentToRectangle(this.line, source.rect).result; + } + // Line vs. Point + if(this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) { + return this.line.isPointOnLine(source.point.x, source.point.y); + } + return false; + }; + return GeomSprite; + })(Phaser.GameObject); + Phaser.GeomSprite = GeomSprite; +})(Phaser || (Phaser = {})); +/// +/// +/** +* This is a simple particle class that extends the default behavior +* of Sprite to have slightly more specialized behavior +* common to many game scenarios. You can override and extend this class +* just like you would Sprite. While Emitter +* used to work with just any old sprite, it now requires a +* Particle based class. +* +* @author Adam Atomic +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Particle = (function (_super) { + __extends(Particle, _super); + /** + * Instantiate a new particle. Like Sprite, all meaningful creation + * happens during loadGraphic() or makeGraphic() or whatever. + */ + function Particle(game) { + _super.call(this, game); + this.lifespan = 0; + this.friction = 500; + } + Particle.prototype.update = /** + * The particle's main update logic. Basically it checks to see if it should + * be dead yet, and then has some special bounce behavior if there is some gravity on it. + */ + function () { + //lifespan behavior + if(this.lifespan <= 0) { + return; + } + this.lifespan -= this._game.time.elapsed; + if(this.lifespan <= 0) { + this.kill(); + } + //simpler bounce/spin behavior for now + if(this.touching) { + if(this.angularVelocity != 0) { + this.angularVelocity = -this.angularVelocity; + } + } + if(this.acceleration.y > 0)//special behavior for particles with gravity + { + if(this.touching & Phaser.Collision.FLOOR) { + this.drag.x = this.friction; + if(!(this.wasTouching & Phaser.Collision.FLOOR)) { + if(this.velocity.y < -this.elasticity * 10) { + if(this.angularVelocity != 0) { + this.angularVelocity *= -this.elasticity; + } + } else { + this.velocity.y = 0; + this.angularVelocity = 0; + } + } + } else { + this.drag.x = 0; + } + } + }; + Particle.prototype.onEmit = /** + * Triggered whenever this object is launched by a Emitter. + * You can override this to add custom behavior like a sound or AI or something. + */ + function () { + }; + return Particle; + })(Phaser.Sprite); + Phaser.Particle = Particle; +})(Phaser || (Phaser = {})); +/// /** * A simple helper object for Tilemap that helps expand collision opportunities and control. * You can use Tilemap.setTileProperties() to alter the collision properties and @@ -8947,37 +10221,1124 @@ var State = (function () { * @author Adam Atomic * @author Richard Davey */ -var Tile = (function (_super) { - __extends(Tile, _super); - /** - * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap(). - * - * @param Tilemap A reference to the tilemap object creating the tile. - * @param Index The actual core map data index for this tile type. - * @param Width The width of the tile. - * @param Height The height of the tile. - * @param Visible Whether the tile is visible or not. - * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap(). - */ - function Tile(game, Tilemap, Index, Width, Height, Visible, AllowCollisions) { - _super.call(this, game, 0, 0, Width, Height); - this.immovable = true; - this.moves = false; - this.callback = null; - this.filter = null; - this.tilemap = Tilemap; - this.index = Index; - this.visible = Visible; - this.allowCollisions = AllowCollisions; - this.mapIndex = 0; - } - Tile.prototype.destroy = /** - * Clean up memory. - */ - function () { - _super.prototype.destroy.call(this); - this.callback = null; - this.tilemap = null; - }; - return Tile; -})(GameObject); +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Tile = (function (_super) { + __extends(Tile, _super); + /** + * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap(). + * + * @param Tilemap A reference to the tilemap object creating the tile. + * @param Index The actual core map data index for this tile type. + * @param Width The width of the tile. + * @param Height The height of the tile. + * @param Visible Whether the tile is visible or not. + * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap(). + */ + function Tile(game, Tilemap, Index, Width, Height, Visible, AllowCollisions) { + _super.call(this, game, 0, 0, Width, Height); + this.immovable = true; + this.moves = false; + this.callback = null; + this.filter = null; + this.tilemap = Tilemap; + this.index = Index; + this.visible = Visible; + this.allowCollisions = AllowCollisions; + this.mapIndex = 0; + } + Tile.prototype.destroy = /** + * Clean up memory. + */ + function () { + _super.prototype.destroy.call(this); + this.callback = null; + this.tilemap = null; + }; + return Tile; + })(Phaser.GameObject); + Phaser.Tile = Tile; +})(Phaser || (Phaser = {})); +/// +/** +* A Tilemap Buffer +* +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var TilemapBuffer = (function () { + function TilemapBuffer(game, camera, tilemap, texture, tileOffsets) { + this._startX = 0; + this._maxX = 0; + this._startY = 0; + this._maxY = 0; + this._tx = 0; + this._ty = 0; + this._dx = 0; + this._dy = 0; + this._oldCameraX = 0; + this._oldCameraY = 0; + this._dirty = true; + //console.log('New TilemapBuffer created for Camera ' + camera.ID); + this._game = game; + this.camera = camera; + this._tilemap = tilemap; + this._texture = texture; + this._tileOffsets = tileOffsets; + //this.createCanvas(); + } + TilemapBuffer.prototype.createCanvas = function () { + this.canvas = document.createElement('canvas'); + this.canvas.width = this._game.stage.width; + this.canvas.height = this._game.stage.height; + this.context = this.canvas.getContext('2d'); + }; + TilemapBuffer.prototype.update = function () { + /* + if (this.camera.worldView.x !== this._oldCameraX || this.camera.worldView.y !== this._oldCameraY) + { + this._dirty = true; + } + + this._oldCameraX = this.camera.worldView.x; + this._oldCameraY = this.camera.worldView.y; + */ + }; + TilemapBuffer.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('TilemapBuffer', x, y); + this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14); + this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28); + this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42); + this._game.stage.context.fillText('Dirty: ' + this._dirty, x, y + 56); + }; + TilemapBuffer.prototype.render = function (dx, dy) { + /* + if (this._dirty == false) + { + this._game.stage.context.drawImage(this.canvas, 0, 0); + + return true; + } + */ + // Work out how many tiles we can fit into our camera and round it up for the edges + this._maxX = this._game.math.ceil(this.camera.width / this._tilemap.tileWidth) + 1; + this._maxY = this._game.math.ceil(this.camera.height / this._tilemap.tileHeight) + 1; + // And now work out where in the tilemap the camera actually is + this._startX = this._game.math.floor(this.camera.worldView.x / this._tilemap.tileWidth); + this._startY = this._game.math.floor(this.camera.worldView.y / this._tilemap.tileHeight); + // Tilemap bounds check + if(this._startX < 0) { + this._startX = 0; + } + if(this._startY < 0) { + this._startY = 0; + } + if(this._startX + this._maxX > this._tilemap.widthInTiles) { + this._startX = this._tilemap.widthInTiles - this._maxX; + } + if(this._startY + this._maxY > this._tilemap.heightInTiles) { + this._startY = this._tilemap.heightInTiles - this._maxY; + } + // Finally get the offset to avoid the blocky movement + this._dx = dx; + this._dy = dy; + this._dx += -(this.camera.worldView.x - (this._startX * this._tilemap.tileWidth)); + this._dy += -(this.camera.worldView.y - (this._startY * this._tilemap.tileHeight)); + this._tx = this._dx; + this._ty = this._dy; + for(var row = this._startY; row < this._startY + this._maxY; row++) { + this._columnData = this._tilemap.mapData[row]; + for(var tile = this._startX; tile < this._startX + this._maxX; tile++) { + if(this._tileOffsets[this._columnData[tile]]) { + //this.context.drawImage( + this._game.stage.context.drawImage(this._texture, // Source Image + this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image) + this._tileOffsets[this._columnData[tile]].y, // Source Y + this._tilemap.tileWidth, // Source Width + this._tilemap.tileHeight, // Source Height + this._tx, // Destination X (where on the canvas it'll be drawn) + this._ty, // Destination Y + this._tilemap.tileWidth, // Destination Width (always same as Source Width unless scaled) + this._tilemap.tileHeight); + // Destination Height (always same as Source Height unless scaled) + this._tx += this._tilemap.tileWidth; + } + } + this._tx = this._dx; + this._ty += this._tilemap.tileHeight; + } + //this._game.stage.context.drawImage(this.canvas, 0, 0); + //console.log('dirty cleaned'); + //this._dirty = false; + return true; + }; + return TilemapBuffer; + })(); + Phaser.TilemapBuffer = TilemapBuffer; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Tilemap = (function (_super) { + __extends(Tilemap, _super); + function Tilemap(game, key, mapData, format, tileWidth, tileHeight) { + if (typeof tileWidth === "undefined") { tileWidth = 0; } + if (typeof tileHeight === "undefined") { tileHeight = 0; } + _super.call(this, game); + this._dx = 0; + this._dy = 0; + this.widthInTiles = 0; + this.heightInTiles = 0; + this.widthInPixels = 0; + this.heightInPixels = 0; + // How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this) + // The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles) + this.tileBoundary = 10; + this._texture = this._game.cache.getImage(key); + this._tilemapBuffers = []; + this.isGroup = false; + this.tileWidth = tileWidth; + this.tileHeight = tileHeight; + this.boundsInTiles = new Phaser.Rectangle(); + this.mapFormat = format; + switch(format) { + case Tilemap.FORMAT_CSV: + this.parseCSV(game.cache.getText(mapData)); + break; + case Tilemap.FORMAT_TILED_JSON: + this.parseTiledJSON(game.cache.getText(mapData)); + break; + } + this.parseTileOffsets(); + this.createTilemapBuffers(); + } + Tilemap.FORMAT_CSV = 0; + Tilemap.FORMAT_TILED_JSON = 1; + Tilemap.prototype.parseCSV = function (data) { + //console.log('parseMapData'); + this.mapData = []; + // Trim any rogue whitespace from the data + data = data.trim(); + var rows = data.split("\n"); + //console.log('rows', rows); + for(var i = 0; i < rows.length; i++) { + var column = rows[i].split(","); + //console.log('column', column); + var output = []; + if(column.length > 0) { + // Set the width based on the first row + if(this.widthInTiles == 0) { + // Maybe -1? + this.widthInTiles = column.length; + } + // We have a new row of tiles + this.heightInTiles++; + // Parse it + for(var c = 0; c < column.length; c++) { + output[c] = parseInt(column[c]); + } + this.mapData.push(output); + } + } + //console.log('final map array'); + //console.log(this.mapData); + if(this.widthInTiles > 0) { + this.widthInPixels = this.tileWidth * this.widthInTiles; + } + if(this.heightInTiles > 0) { + this.heightInPixels = this.tileHeight * this.heightInTiles; + } + this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); + }; + Tilemap.prototype.parseTiledJSON = function (data) { + //console.log('parseTiledJSON'); + this.mapData = []; + // Trim any rogue whitespace from the data + data = data.trim(); + // We ought to change this soon, so we have layer support, but for now let's just get it working + var json = JSON.parse(data); + // Right now we assume no errors at all with the parsing (safe I know) + this.tileWidth = json.tilewidth; + this.tileHeight = json.tileheight; + // Parse the first layer only + this.widthInTiles = json.layers[0].width; + this.heightInTiles = json.layers[0].height; + this.widthInPixels = this.widthInTiles * this.tileWidth; + this.heightInPixels = this.heightInTiles * this.tileHeight; + this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); + //console.log('width in tiles', this.widthInTiles); + //console.log('height in tiles', this.heightInTiles); + //console.log('width in px', this.widthInPixels); + //console.log('height in px', this.heightInPixels); + // Now let's get the data + var c = 0; + var row; + for(var i = 0; i < json.layers[0].data.length; i++) { + if(c == 0) { + row = []; + } + row.push(json.layers[0].data[i]); + c++; + if(c == this.widthInTiles) { + this.mapData.push(row); + c = 0; + } + } + //console.log('mapData'); + //console.log(this.mapData); + }; + Tilemap.prototype.getMapSegment = function (area) { + }; + Tilemap.prototype.createTilemapBuffers = function () { + var cams = this._game.world.getAllCameras(); + for(var i = 0; i < cams.length; i++) { + this._tilemapBuffers[cams[i].ID] = new Phaser.TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets); + } + }; + Tilemap.prototype.parseTileOffsets = function () { + this._tileOffsets = []; + var i = 0; + if(this.mapFormat == Tilemap.FORMAT_TILED_JSON) { + // For some reason Tiled counts from 1 not 0 + this._tileOffsets[0] = null; + i = 1; + } + for(var ty = 0; ty < this._texture.height; ty += this.tileHeight) { + for(var tx = 0; tx < this._texture.width; tx += this.tileWidth) { + this._tileOffsets[i] = { + x: tx, + y: ty + }; + i++; + } + } + }; + Tilemap.prototype.update = /* + // Use a Signal? + public addTilemapBuffers(camera:Camera) { + + console.log('added new camera to tilemap'); + this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets); + + } + */ + function () { + // Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer + this._tilemapBuffers[0].update(); + }; + Tilemap.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._tilemapBuffers[0].renderDebugInfo(x, y, color); + }; + Tilemap.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1) { + return false; + } + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + if(this._tilemapBuffers[camera.ID]) { + //this._tilemapBuffers[camera.ID].render(this._dx, this._dy); + this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY); + } + return true; + }; + return Tilemap; + })(Phaser.GameObject); + Phaser.Tilemap = Tilemap; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser +* +* Richard Davey (@photonstorm) +* Adam Saltsman (@ADAMATOMIC) (original Flixel code) +*/ +var Phaser; +(function (Phaser) { + var Game = (function () { + function Game(callbackContext, parent, width, height, initCallback, createCallback, updateCallback, renderCallback) { + if (typeof parent === "undefined") { parent = ''; } + if (typeof width === "undefined") { width = 800; } + if (typeof height === "undefined") { height = 600; } + if (typeof initCallback === "undefined") { initCallback = null; } + if (typeof createCallback === "undefined") { createCallback = null; } + if (typeof updateCallback === "undefined") { updateCallback = null; } + if (typeof renderCallback === "undefined") { renderCallback = null; } + var _this = this; + this._maxAccumulation = 32; + this._accumulator = 0; + this._step = 0; + this._loadComplete = false; + this._paused = false; + this._pendingState = null; + this.onInitCallback = null; + this.onCreateCallback = null; + this.onUpdateCallback = null; + this.onRenderCallback = null; + this.onPausedCallback = null; + this.isBooted = false; + this.callbackContext = callbackContext; + this.onInitCallback = initCallback; + this.onCreateCallback = createCallback; + this.onUpdateCallback = updateCallback; + this.onRenderCallback = renderCallback; + if(document.readyState === 'complete' || document.readyState === 'interactive') { + this.boot(parent, width, height); + } else { + document.addEventListener('DOMContentLoaded', function () { + return _this.boot(parent, width, height); + }, false); + } + } + Game.prototype.boot = function (parent, width, height) { + var _this = this; + if(!document.body) { + window.setTimeout(function () { + return _this.boot(parent, width, height); + }, 13); + } else { + this.device = new Phaser.Device(); + this.motion = new Phaser.Motion(this); + this.math = new Phaser.GameMath(this); + this.stage = new Phaser.Stage(this, parent, width, height); + this.world = new Phaser.World(this, width, height); + this.sound = new Phaser.SoundManager(this); + this.cache = new Phaser.Cache(this); + this.collision = new Phaser.Collision(this); + this.loader = new Phaser.Loader(this, this.loadComplete); + this.time = new Phaser.Time(this); + this.tweens = new Phaser.TweenManager(this); + this.input = new Phaser.Input(this); + this.rnd = new Phaser.RandomDataGenerator([ + (Date.now() * Math.random()).toString() + ]); + this.framerate = 60; + // Display the default game screen? + if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { + this.isBooted = false; + this.stage.drawInitScreen(); + } else { + this.isBooted = true; + this._loadComplete = false; + this._raf = new Phaser.RequestAnimationFrame(this.loop, this); + if(this._pendingState) { + this.switchState(this._pendingState, false, false); + } else { + this.startState(); + } + } + } + }; + Game.prototype.loadComplete = function () { + // Called when the loader has finished after init was run + this._loadComplete = true; + }; + Game.prototype.loop = function () { + this.time.update(); + this.tweens.update(); + if(this._paused == true) { + if(this.onPausedCallback !== null) { + this.onPausedCallback.call(this.callbackContext); + } + return; + } + this.input.update(); + this.stage.update(); + this._accumulator += this.time.delta; + if(this._accumulator > this._maxAccumulation) { + this._accumulator = this._maxAccumulation; + } + while(this._accumulator >= this._step) { + this.time.elapsed = this.time.timeScale * (this._step / 1000); + this.world.update(); + this._accumulator = this._accumulator - this._step; + } + if(this._loadComplete && this.onUpdateCallback) { + this.onUpdateCallback.call(this.callbackContext); + } + this.world.render(); + if(this._loadComplete && this.onRenderCallback) { + this.onRenderCallback.call(this.callbackContext); + } + }; + Game.prototype.startState = function () { + if(this.onInitCallback !== null) { + this.onInitCallback.call(this.callbackContext); + } else { + // No init? Then there was nothing to load either + if(this.onCreateCallback !== null) { + this.onCreateCallback.call(this.callbackContext); + } + this._loadComplete = true; + } + }; + Game.prototype.setCallbacks = function (initCallback, createCallback, updateCallback, renderCallback) { + if (typeof initCallback === "undefined") { initCallback = null; } + if (typeof createCallback === "undefined") { createCallback = null; } + if (typeof updateCallback === "undefined") { updateCallback = null; } + if (typeof renderCallback === "undefined") { renderCallback = null; } + this.onInitCallback = initCallback; + this.onCreateCallback = createCallback; + this.onUpdateCallback = updateCallback; + this.onRenderCallback = renderCallback; + }; + Game.prototype.switchState = function (state, clearWorld, clearCache) { + if (typeof clearWorld === "undefined") { clearWorld = true; } + if (typeof clearCache === "undefined") { clearCache = false; } + if(this.isBooted == false) { + this._pendingState = state; + return; + } + // Prototype? + if(typeof state === 'function') { + state = new state(this); + } + // Ok, have we got the right functions? + if(state['create'] || state['update']) { + this.callbackContext = state; + this.onInitCallback = null; + this.onCreateCallback = null; + this.onUpdateCallback = null; + this.onRenderCallback = null; + this.onPausedCallback = null; + // Bingo, let's set them up + if(state['init']) { + this.onInitCallback = state['init']; + } + if(state['create']) { + this.onCreateCallback = state['create']; + } + if(state['update']) { + this.onUpdateCallback = state['update']; + } + if(state['render']) { + this.onRenderCallback = state['render']; + } + if(state['paused']) { + this.onPausedCallback = state['paused']; + } + if(clearWorld) { + this.world.destroy(); + if(clearCache == true) { + this.cache.destroy(); + } + } + this._loadComplete = false; + this.startState(); + } else { + throw Error("Invalid State object given. Must contain at least a create or update function."); + return; + } + }; + Game.prototype.destroy = // Nuke the whole game from orbit + function () { + this.callbackContext = null; + this.onInitCallback = null; + this.onCreateCallback = null; + this.onUpdateCallback = null; + this.onRenderCallback = null; + this.onPausedCallback = null; + this.camera = null; + this.cache = null; + this.input = null; + this.loader = null; + this.sound = null; + this.stage = null; + this.time = null; + this.world = null; + this.isBooted = false; + }; + Object.defineProperty(Game.prototype, "paused", { + get: function () { + return this._paused; + }, + set: function (value) { + if(value == true && this._paused == false) { + this._paused = true; + } else if(value == false && this._paused == true) { + this._paused = false; + this.time.time = Date.now(); + this.input.reset(); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Game.prototype, "framerate", { + get: function () { + return 1000 / this._step; + }, + set: function (value) { + this._step = 1000 / value; + if(this._maxAccumulation < this._step) { + this._maxAccumulation = this._step; + } + }, + enumerable: true, + configurable: true + }); + Game.prototype.createCamera = // Handy Proxy methods + function (x, y, width, height) { + return this.world.createCamera(x, y, width, height); + }; + Game.prototype.createGeomSprite = function (x, y) { + return this.world.createGeomSprite(x, y); + }; + Game.prototype.createSprite = function (x, y, key) { + if (typeof key === "undefined") { key = ''; } + return this.world.createSprite(x, y, key); + }; + Game.prototype.createDynamicTexture = function (key, width, height) { + return this.world.createDynamicTexture(key, width, height); + }; + Game.prototype.createGroup = function (MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + return this.world.createGroup(MaxSize); + }; + Game.prototype.createParticle = function () { + return this.world.createParticle(); + }; + Game.prototype.createEmitter = function (x, y, size) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof size === "undefined") { size = 0; } + return this.world.createEmitter(x, y, size); + }; + Game.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { + return this.world.createTilemap(key, mapData, format, tileWidth, tileHeight); + }; + Game.prototype.createTween = function (obj) { + return this.tweens.create(obj); + }; + Game.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { + if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Phaser.Collision.separate); + }; + return Game; + })(); + Phaser.Game = Game; +})(Phaser || (Phaser = {})); +/// +/** +* Animation +* +* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object +* +* @version 1.0 - 22nd March 2013 +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Animation = (function () { + function Animation(game, parent, frameData, name, frames, delay, looped) { + this._game = game; + this._parent = parent; + this._frames = frames; + this._frameData = frameData; + this.name = name; + this.delay = 1000 / delay; + this.looped = looped; + this.isFinished = false; + this.isPlaying = false; + } + Object.defineProperty(Animation.prototype, "frameTotal", { + get: function () { + return this._frames.length; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "frame", { + get: function () { + return this._frameIndex; + }, + set: function (value) { + this.currentFrame = this._frameData.getFrame(value); + if(this.currentFrame !== null) { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = value; + } + }, + enumerable: true, + configurable: true + }); + Animation.prototype.play = function (frameRate, loop) { + if (typeof frameRate === "undefined") { frameRate = null; } + if(frameRate !== null) { + this.delay = 1000 / frameRate; + } + if(loop !== undefined) { + this.looped = loop; + } + this.isPlaying = true; + this.isFinished = false; + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + }; + Animation.prototype.onComplete = function () { + this.isPlaying = false; + this.isFinished = true; + // callback + }; + Animation.prototype.stop = function () { + this.isPlaying = false; + this.isFinished = true; + }; + Animation.prototype.update = function () { + if(this.isPlaying == true && this._game.time.now >= this._timeNextFrame) { + this._frameIndex++; + if(this._frameIndex == this._frames.length) { + if(this.looped) { + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } else { + this.onComplete(); + } + } else { + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + return true; + } + return false; + }; + Animation.prototype.destroy = function () { + this._game = null; + this._parent = null; + this._frames = null; + this._frameData = null; + this.currentFrame = null; + this.isPlaying = false; + }; + return Animation; + })(); + Phaser.Animation = Animation; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var AnimationLoader = (function () { + function AnimationLoader() { } + AnimationLoader.parseSpriteSheet = function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { + // How big is our image? + var img = game.cache.getImage(key); + if(img == null) { + return null; + } + var width = img.width; + var height = img.height; + var row = Math.round(width / frameWidth); + var column = Math.round(height / frameHeight); + var total = row * column; + if(frameMax !== -1) { + total = frameMax; + } + // Zero or smaller than frame sizes? + if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { + return null; + } + // Let's create some frames then + var data = new Phaser.FrameData(); + var x = 0; + var y = 0; + for(var i = 0; i < total; i++) { + data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, '')); + x += frameWidth; + if(x === width) { + x = 0; + y += frameHeight; + } + } + return data; + }; + AnimationLoader.parseJSONData = function parseJSONData(game, json) { + // Let's create some frames then + var data = new Phaser.FrameData(); + // By this stage frames is a fully parsed array + var frames = json; + var newFrame; + for(var i = 0; i < frames.length; i++) { + newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); + newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); + } + return data; + }; + return AnimationLoader; + })(); + Phaser.AnimationLoader = AnimationLoader; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Frame = (function () { + function Frame(x, y, width, height, name) { + // Useful for Texture Atlas files (is set to the filename value) + this.name = ''; + // Rotated? (not yet implemented) + this.rotated = false; + // Either cw or ccw, rotation is always 90 degrees + this.rotationDirection = 'cw'; + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.name = name; + this.rotated = false; + this.trimmed = false; + } + Frame.prototype.setRotation = function (rotated, rotationDirection) { + // Not yet supported + }; + Frame.prototype.setTrim = function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { + this.trimmed = trimmed; + this.sourceSizeW = actualWidth; + this.sourceSizeH = actualHeight; + this.spriteSourceSizeX = destX; + this.spriteSourceSizeY = destY; + this.spriteSourceSizeW = destWidth; + this.spriteSourceSizeH = destHeight; + }; + return Frame; + })(); + Phaser.Frame = Frame; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var FrameData = (function () { + function FrameData() { + this._frames = []; + this._frameNames = []; + } + Object.defineProperty(FrameData.prototype, "total", { + get: function () { + return this._frames.length; + }, + enumerable: true, + configurable: true + }); + FrameData.prototype.addFrame = function (frame) { + frame.index = this._frames.length; + this._frames.push(frame); + if(frame.name !== '') { + this._frameNames[frame.name] = frame.index; + } + return frame; + }; + FrameData.prototype.getFrame = function (index) { + if(this._frames[index]) { + return this._frames[index]; + } + return null; + }; + FrameData.prototype.getFrameByName = function (name) { + if(this._frameNames[name] >= 0) { + return this._frames[this._frameNames[name]]; + } + return null; + }; + FrameData.prototype.checkFrameName = function (name) { + if(this._frameNames[name] >= 0) { + return true; + } + return false; + }; + FrameData.prototype.getFrameRange = function (start, end, output) { + if (typeof output === "undefined") { output = []; } + for(var i = start; i <= end; i++) { + output.push(this._frames[i]); + } + return output; + }; + FrameData.prototype.getFrameIndexes = function (output) { + if (typeof output === "undefined") { output = []; } + output.length = 0; + for(var i = 0; i < this._frames.length; i++) { + output.push(i); + } + return output; + }; + FrameData.prototype.getFrameIndexesByName = function (input) { + var output = []; + for(var i = 0; i < input.length; i++) { + if(this.getFrameByName(input[i])) { + output.push(this.getFrameByName(input[i]).index); + } + } + return output; + }; + FrameData.prototype.getAllFrames = function () { + return this._frames; + }; + FrameData.prototype.getFrames = function (range) { + var output = []; + for(var i = 0; i < range.length; i++) { + output.push(this._frames[i]); + } + return output; + }; + return FrameData; + })(); + Phaser.FrameData = FrameData; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +var Phaser; +(function (Phaser) { + var Animations = (function () { + function Animations(game, parent) { + this._frameData = null; + this.currentFrame = null; + this._game = game; + this._parent = parent; + this._anims = { + }; + } + Animations.prototype.loadFrameData = function (frameData) { + this._frameData = frameData; + this.frame = 0; + }; + Animations.prototype.add = function (name, frames, frameRate, loop, useNumericIndex) { + if (typeof frames === "undefined") { frames = null; } + if (typeof frameRate === "undefined") { frameRate = 60; } + if (typeof loop === "undefined") { loop = false; } + if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } + if(this._frameData == null) { + return; + } + if(frames == null) { + frames = this._frameData.getFrameIndexes(); + } else { + if(this.validateFrames(frames, useNumericIndex) == false) { + return; + } + } + if(useNumericIndex == false) { + frames = this._frameData.getFrameIndexesByName(frames); + } + this._anims[name] = new Phaser.Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); + this.currentAnim = this._anims[name]; + }; + Animations.prototype.validateFrames = function (frames, useNumericIndex) { + for(var i = 0; i < frames.length; i++) { + if(useNumericIndex == true) { + if(frames[i] > this._frameData.total) { + return false; + } + } else { + if(this._frameData.checkFrameName(frames[i]) == false) { + return false; + } + } + } + return true; + }; + Animations.prototype.play = function (name, frameRate, loop) { + if (typeof frameRate === "undefined") { frameRate = null; } + if(this._anims[name]) { + this.currentAnim = this._anims[name]; + this.currentAnim.play(frameRate, loop); + } + }; + Animations.prototype.stop = function (name) { + if(this._anims[name]) { + this.currentAnim = this._anims[name]; + this.currentAnim.stop(); + } + }; + Animations.prototype.update = function () { + if(this.currentAnim && this.currentAnim.update() == true) { + this.currentFrame = this.currentAnim.currentFrame; + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + } + }; + Object.defineProperty(Animations.prototype, "frameData", { + get: function () { + return this._frameData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animations.prototype, "frameTotal", { + get: function () { + return this._frameData.total; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animations.prototype, "frame", { + get: function () { + return this._frameIndex; + }, + set: function (value) { + this.currentFrame = this._frameData.getFrame(value); + if(this.currentFrame !== null) { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animations.prototype, "frameName", { + get: function () { + return this.currentFrame.name; + }, + set: function (value) { + this.currentFrame = this._frameData.getFrameByName(value); + if(this.currentFrame !== null) { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = this.currentFrame.index; + } + }, + enumerable: true, + configurable: true + }); + return Animations; + })(); + Phaser.Animations = Animations; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var State = (function () { + function State(game) { + this.game = game; + this.camera = game.camera; + this.cache = game.cache; + this.collision = game.collision; + this.input = game.input; + this.loader = game.loader; + this.math = game.math; + this.motion = game.motion; + this.sound = game.sound; + this.stage = game.stage; + this.time = game.time; + this.tweens = game.tweens; + this.world = game.world; + } + State.prototype.init = // Overload these in your own States + function () { + }; + State.prototype.create = function () { + }; + State.prototype.update = function () { + }; + State.prototype.render = function () { + }; + State.prototype.paused = function () { + }; + State.prototype.createCamera = // Handy Proxy methods + function (x, y, width, height) { + return this.game.world.createCamera(x, y, width, height); + }; + State.prototype.createGeomSprite = function (x, y) { + return this.world.createGeomSprite(x, y); + }; + State.prototype.createSprite = function (x, y, key) { + if (typeof key === "undefined") { key = ''; } + return this.game.world.createSprite(x, y, key); + }; + State.prototype.createDynamicTexture = function (key, width, height) { + return this.game.world.createDynamicTexture(key, width, height); + }; + State.prototype.createGroup = function (MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + return this.game.world.createGroup(MaxSize); + }; + State.prototype.createParticle = function () { + return this.game.world.createParticle(); + }; + State.prototype.createEmitter = function (x, y, size) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof size === "undefined") { size = 0; } + return this.game.world.createEmitter(x, y, size); + }; + State.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { + return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight); + }; + State.prototype.createTween = function (obj) { + return this.game.tweens.create(obj); + }; + State.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { + if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Phaser.Collision.separate); + }; + return State; + })(); + Phaser.State = State; +})(Phaser || (Phaser = {})); diff --git a/Tests/sprites/animate by framename.js b/Tests/sprites/animate by framename.js new file mode 100644 index 000000000..4097d5a9a --- /dev/null +++ b/Tests/sprites/animate by framename.js @@ -0,0 +1,34 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); + function init() { + myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json'); + myGame.loader.load(); + } + var bot; + function create() { + bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + // If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index + // then you can use this format: + bot.animations.add('run', [ + 'run00', + 'run01', + 'run02', + 'run03', + 'run04', + 'run05', + 'run06', + 'run07', + 'run08', + 'run09', + 'run10' + ], 10, true, false); + bot.animations.play('run'); + bot.velocity.x = -100; + } + function update() { + if(bot.x < -bot.width) { + bot.x = myGame.stage.width; + } + } +})(); diff --git a/Tests/sprites/animate by framename.ts b/Tests/sprites/animate by framename.ts new file mode 100644 index 000000000..3f502398c --- /dev/null +++ b/Tests/sprites/animate by framename.ts @@ -0,0 +1,40 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); + + function init() { + + myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json'); + + myGame.loader.load(); + + } + + var bot: Phaser.Sprite; + + function create() { + + bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + + // If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index + // then you can use this format: + bot.animations.add('run', ['run00', 'run01', 'run02', 'run03', 'run04', 'run05', 'run06', 'run07', 'run08', 'run09', 'run10'], 10, true, false); + + bot.animations.play('run'); + + bot.velocity.x = -100; + + } + + function update() { + + if (bot.x < -bot.width) + { + bot.x = myGame.stage.width; + } + + } + +})(); diff --git a/Tests/sprites/animation 1.js b/Tests/sprites/animation 1.js index b2356afc9..df4be20ac 100644 --- a/Tests/sprites/animation 1.js +++ b/Tests/sprites/animation 1.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addSpriteSheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); //myGame.loader.addSpriteSheet('coin', 'assets/sprites/coin.png', 32, 32); @@ -21,13 +20,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200)); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200)); } } })(); diff --git a/Tests/sprites/animation 1.ts b/Tests/sprites/animation 1.ts index af37be5d9..b8fea3a6d 100644 --- a/Tests/sprites/animation 1.ts +++ b/Tests/sprites/animation 1.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -15,7 +14,7 @@ } - var car: Sprite; + var car: Phaser.Sprite; function create() { @@ -37,18 +36,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200)); + car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200)); } } diff --git a/Tests/sprites/dynamic texture 1.js b/Tests/sprites/dynamic texture 1.js index ddc2bda44..297a91404 100644 --- a/Tests/sprites/dynamic texture 1.js +++ b/Tests/sprites/dynamic texture 1.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('ball', 'assets/sprites/shinyball.png'); myGame.loader.load(); diff --git a/Tests/sprites/dynamic texture 1.ts b/Tests/sprites/dynamic texture 1.ts index 901ad1503..75091a4f4 100644 --- a/Tests/sprites/dynamic texture 1.ts +++ b/Tests/sprites/dynamic texture 1.ts @@ -1,10 +1,8 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -14,7 +12,7 @@ } - var wobblyBall: DynamicTexture; + var wobblyBall: Phaser.DynamicTexture; function create() { diff --git a/Tests/sprites/dynamic texture 2.js b/Tests/sprites/dynamic texture 2.js index 8121c6ea3..06ed4b21d 100644 --- a/Tests/sprites/dynamic texture 2.js +++ b/Tests/sprites/dynamic texture 2.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('slime', 'assets/sprites/slime.png'); myGame.loader.addImageFile('eyes', 'assets/sprites/slimeeyes.png'); @@ -31,16 +30,16 @@ eyes.velocity.x = 0; eyes.velocity.y = 0; eyes.angularVelocity = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { slime.angularVelocity = -200; eyes.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { slime.angularVelocity = 200; eyes.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - slime.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200)); - eyes.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200)); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + slime.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200)); + eyes.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200)); } } // This creates a simple sine-wave effect running through our DynamicTexture. diff --git a/Tests/sprites/dynamic texture 2.ts b/Tests/sprites/dynamic texture 2.ts index 03002458a..50114632e 100644 --- a/Tests/sprites/dynamic texture 2.ts +++ b/Tests/sprites/dynamic texture 2.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -14,9 +13,9 @@ } - var slime: Sprite; - var eyes: Sprite; - var wobble: DynamicTexture; + var slime: Phaser.Sprite; + var eyes: Phaser.Sprite; + var wobble: Phaser.DynamicTexture; function create() { @@ -50,21 +49,21 @@ eyes.velocity.y = 0; eyes.angularVelocity = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { slime.angularVelocity = -200; eyes.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { slime.angularVelocity = 200; eyes.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - slime.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200)); - eyes.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200)); + slime.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200)); + eyes.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200)); } } diff --git a/Tests/sprites/mark of the bunny.js b/Tests/sprites/mark of the bunny.js index 5b22a6678..ed9ebac03 100644 --- a/Tests/sprites/mark of the bunny.js +++ b/Tests/sprites/mark of the bunny.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png'); myGame.loader.load(); @@ -35,7 +33,7 @@ function update() { fps.textContent = 'Press Up to add more\n\nBunnies: ' + myGame.world.group.length + '\nFPS: ' + myGame.time.fps + ' (' + myGame.time.fpsMin + '-' + myGame.time.fpsMax + ')'; myGame.world.group.forEach(checkWalls); - if(myGame.input.keyboard.isDown(Keyboard.UP)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { addBunnies(10); } } diff --git a/Tests/sprites/mark of the bunny.ts b/Tests/sprites/mark of the bunny.ts index 641b5402e..dd4d1e507 100644 --- a/Tests/sprites/mark of the bunny.ts +++ b/Tests/sprites/mark of the bunny.ts @@ -1,10 +1,8 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -56,14 +54,14 @@ myGame.world.group.forEach(checkWalls); - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { addBunnies(10); } } - function checkWalls(bunny:Sprite) { + function checkWalls(bunny:Phaser.Sprite) { if (bunny.x > maxX) { diff --git a/Tests/sprites/rotation.js b/Tests/sprites/rotation.js new file mode 100644 index 000000000..17d4b2cf3 --- /dev/null +++ b/Tests/sprites/rotation.js @@ -0,0 +1,24 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); + function init() { + myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png'); + myGame.loader.load(); + } + var teddy; + function create() { + teddy = myGame.createSprite(0, 0, 'teddy'); + teddy.x = myGame.stage.centerX - teddy.width / 2; + teddy.y = myGame.stage.centerY - teddy.height / 2; + teddy.origin.setTo(-100, -100); + } + function update() { + teddy.angularVelocity = 0; + //car.angularAcceleration = 0; + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { + teddy.angularVelocity = -200; + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { + teddy.angularVelocity = 200; + } + } +})(); diff --git a/Tests/sprites/rotation.ts b/Tests/sprites/rotation.ts new file mode 100644 index 000000000..1bff11f03 --- /dev/null +++ b/Tests/sprites/rotation.ts @@ -0,0 +1,43 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); + + function init() { + + myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png'); + + myGame.loader.load(); + + } + + var teddy: Phaser.Sprite; + + function create() { + + teddy = myGame.createSprite(0, 0, 'teddy'); + teddy.x = myGame.stage.centerX - teddy.width / 2; + teddy.y = myGame.stage.centerY - teddy.height / 2; + + teddy.origin.setTo(-100, -100); + + } + + function update() { + + teddy.angularVelocity = 0; + //car.angularAcceleration = 0; + + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) + { + teddy.angularVelocity = -200; + } + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) + { + teddy.angularVelocity = 200; + } + + } + +})(); diff --git a/Tests/sprites/texture atlas 2.js b/Tests/sprites/texture atlas 2.js index 747211705..e1ff0ece7 100644 --- a/Tests/sprites/texture atlas 2.js +++ b/Tests/sprites/texture atlas 2.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { // Texture Atlas Method 2 // diff --git a/Tests/sprites/texture atlas 2.ts b/Tests/sprites/texture atlas 2.ts index feabae32b..5e97b35e2 100644 --- a/Tests/sprites/texture atlas 2.ts +++ b/Tests/sprites/texture atlas 2.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -17,7 +16,7 @@ } - var bot: Sprite; + var bot: Phaser.Sprite; function create() { diff --git a/Tests/sprites/texture atlas 3.js b/Tests/sprites/texture atlas 3.js index 2cd183b9d..d0ea271f0 100644 --- a/Tests/sprites/texture atlas 3.js +++ b/Tests/sprites/texture atlas 3.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { // Texture Atlas Method 3 // diff --git a/Tests/sprites/texture atlas 3.ts b/Tests/sprites/texture atlas 3.ts index e863bd7c7..e154db0af 100644 --- a/Tests/sprites/texture atlas 3.ts +++ b/Tests/sprites/texture atlas 3.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -16,7 +15,7 @@ } - var bot: Sprite; + var bot: Phaser.Sprite; function create() { diff --git a/Tests/sprites/texture atlas 4.js b/Tests/sprites/texture atlas 4.js index 8abaf6e89..719c20681 100644 --- a/Tests/sprites/texture atlas 4.js +++ b/Tests/sprites/texture atlas 4.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); function init() { // Texture Atlas Method 4 // diff --git a/Tests/sprites/texture atlas 4.ts b/Tests/sprites/texture atlas 4.ts index 03e34e315..c51d32ccb 100644 --- a/Tests/sprites/texture atlas 4.ts +++ b/Tests/sprites/texture atlas 4.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); function init() { @@ -16,11 +15,11 @@ } - var chick: Sprite; - var car: Sprite; - var mech: Sprite; - var robot: Sprite; - var cop: Sprite; + var chick: Phaser.Sprite; + var car: Phaser.Sprite; + var mech: Phaser.Sprite; + var robot: Phaser.Sprite; + var cop: Phaser.Sprite; function create() { diff --git a/Tests/sprites/texture atlas.js b/Tests/sprites/texture atlas.js index 731d9821f..332669a8c 100644 --- a/Tests/sprites/texture atlas.js +++ b/Tests/sprites/texture atlas.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { // Texture Atlas Method 1 // diff --git a/Tests/sprites/texture atlas.ts b/Tests/sprites/texture atlas.ts index e547c3d19..dac924756 100644 --- a/Tests/sprites/texture atlas.ts +++ b/Tests/sprites/texture atlas.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -17,7 +16,7 @@ } - var bot: Sprite; + var bot: Phaser.Sprite; function create() { diff --git a/Tests/sprites/velocity.js b/Tests/sprites/velocity.js index b7cd29ca5..070a0fbae 100644 --- a/Tests/sprites/velocity.js +++ b/Tests/sprites/velocity.js @@ -1,7 +1,6 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png'); myGame.loader.load(); @@ -16,18 +15,18 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 200); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 200); // instant car.velocity.copyFrom(motion); // acceleration //car.acceleration.copyFrom(motion); - } else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { //car.velocity.y = 200; } } diff --git a/Tests/sprites/velocity.ts b/Tests/sprites/velocity.ts index 82334c1c8..7b2a76490 100644 --- a/Tests/sprites/velocity.ts +++ b/Tests/sprites/velocity.ts @@ -1,9 +1,8 @@ -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -13,7 +12,7 @@ } - var car: Sprite; + var car: Phaser.Sprite; function create() { @@ -30,18 +29,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 200); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 200); // instant car.velocity.copyFrom(motion); @@ -49,7 +48,7 @@ // acceleration //car.acceleration.copyFrom(motion); } - else if (myGame.input.keyboard.isDown(Keyboard.DOWN)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { //car.velocity.y = 200; } diff --git a/Tests/tilemap/basic tilemap.js b/Tests/tilemap/basic tilemap.js index baf11ba30..6db21320a 100644 --- a/Tests/tilemap/basic tilemap.js +++ b/Tests/tilemap/basic tilemap.js @@ -1,8 +1,6 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { // Tiled JSON Test myGame.loader.addTextFile('jsontest', 'assets/maps/test.json'); @@ -17,12 +15,12 @@ var map; var bigCam; function create() { - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); bigCam = myGame.createCamera(30, 30, 200, 200); bigCam.showBorder = true; bigCam.scale.setTo(1.5, 1.5); //map = myGame.createTilemap('jsontiles', 'jsontest', Tilemap.FORMAT_TILED_JSON); - map = myGame.createTilemap('csvtiles', 'csvtest', Tilemap.FORMAT_CSV, 16, 16); + map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, 16, 16); // for now like this, but change to auto soon myGame.world.setSize(map.widthInPixels, map.heightInPixels); console.log('world size', map.widthInPixels, map.heightInPixels); @@ -30,7 +28,7 @@ bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height); car = myGame.createSprite(300, 100, 'car'); myGame.camera.follow(car); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); myGame.onRenderCallback = render; } function update() { @@ -39,13 +37,13 @@ car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 0; - if(myGame.input.keyboard.isDown(Keyboard.LEFT)) { + if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; - } else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) { + } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if(myGame.input.keyboard.isDown(Keyboard.UP)) { - var motion = myGame.math.velocityFromAngle(car.angle, 300); + if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { + var motion = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } diff --git a/Tests/tilemap/basic tilemap.ts b/Tests/tilemap/basic tilemap.ts index b630a35f6..053ffc076 100644 --- a/Tests/tilemap/basic tilemap.ts +++ b/Tests/tilemap/basic tilemap.ts @@ -1,10 +1,8 @@ -/// -/// -/// +/// (function () { - var myGame = new Game(this, 'game', 800, 600, init, create, update); + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { @@ -22,20 +20,20 @@ } - var car: Sprite; - var map: Tilemap; - var bigCam: Camera; + var car: Phaser.Sprite; + var map: Phaser.Tilemap; + var bigCam: Phaser.Camera; function create() { - myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); + myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); bigCam = myGame.createCamera(30, 30, 200, 200); bigCam.showBorder = true; bigCam.scale.setTo(1.5, 1.5); //map = myGame.createTilemap('jsontiles', 'jsontest', Tilemap.FORMAT_TILED_JSON); - map = myGame.createTilemap('csvtiles', 'csvtest', Tilemap.FORMAT_CSV, 16, 16); + map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, 16, 16); // for now like this, but change to auto soon myGame.world.setSize(map.widthInPixels, map.heightInPixels); @@ -47,7 +45,7 @@ car = myGame.createSprite(300, 100, 'car'); myGame.camera.follow(car); - bigCam.follow(car, Camera.STYLE_LOCKON); + bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); myGame.onRenderCallback = render; @@ -62,18 +60,18 @@ car.angularVelocity = 0; car.angularAcceleration = 0; - if (myGame.input.keyboard.isDown(Keyboard.LEFT)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } - else if (myGame.input.keyboard.isDown(Keyboard.RIGHT)) + else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } - if (myGame.input.keyboard.isDown(Keyboard.UP)) + if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { - var motion:Point = myGame.math.velocityFromAngle(car.angle, 300); + var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } diff --git a/Tests/tweens/bounce.js b/Tests/tweens/bounce.js new file mode 100644 index 000000000..c87150fd9 --- /dev/null +++ b/Tests/tweens/bounce.js @@ -0,0 +1,22 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); + function init() { + myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png'); + myGame.loader.load(); + } + var atari; + function create() { + atari = myGame.createSprite(300, 0, 'atari'); + startBounceTween(); + } + function startBounceTween() { + atari.y = 0; + var bounce = myGame.createTween(atari); + bounce.to({ + y: 500 + }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out); + bounce.onComplete.add(startBounceTween, this); + bounce.start(); + } +})(); diff --git a/Tests/tweens/bounce.ts b/Tests/tweens/bounce.ts new file mode 100644 index 000000000..4026566a3 --- /dev/null +++ b/Tests/tweens/bounce.ts @@ -0,0 +1,36 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); + + function init() { + + myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png'); + + myGame.loader.load(); + + } + + var atari: Phaser.Sprite; + + function create() { + + atari = myGame.createSprite(300, 0, 'atari'); + + startBounceTween(); + } + + function startBounceTween() { + + atari.y = 0; + + var bounce: Phaser.Tween = myGame.createTween(atari); + + bounce.to({ y: 500 }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out); + bounce.onComplete.add(startBounceTween, this); + bounce.start(); + + } + +})(); diff --git a/Tests/tweens/elastic.js b/Tests/tweens/elastic.js new file mode 100644 index 000000000..4e17b8608 --- /dev/null +++ b/Tests/tweens/elastic.js @@ -0,0 +1,15 @@ +/// +(function () { + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); + function init() { + myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png'); + myGame.loader.load(); + } + function create() { + var atari = myGame.createSprite(300, 0, 'atari'); + // Here is the short-hand way of creating a tween, by chaining the call to it: + myGame.createTween(atari).to({ + y: 400 + }, 5000, Phaser.Easing.Elastic.Out, true); + } +})(); diff --git a/Tests/tweens/elastic.ts b/Tests/tweens/elastic.ts new file mode 100644 index 000000000..f37f0a61e --- /dev/null +++ b/Tests/tweens/elastic.ts @@ -0,0 +1,24 @@ +/// + +(function () { + + var myGame = new Phaser.Game(this, 'game', 800, 600, init, create); + + function init() { + + myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png'); + + myGame.loader.load(); + + } + + function create() { + + var atari = myGame.createSprite(300, 0, 'atari'); + + // Here is the short-hand way of creating a tween, by chaining the call to it: + myGame.createTween(atari).to({ y: 400 }, 5000, Phaser.Easing.Elastic.Out, true); + + } + +})(); diff --git a/build/phaser.js b/build/phaser.js new file mode 100644 index 000000000..1ddb5002a --- /dev/null +++ b/build/phaser.js @@ -0,0 +1,11344 @@ +/** +* Phaser +* +* v0.9 - April 18th 2013 +* +* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi. +* +* Richard Davey (@photonstorm) +* Adam Saltsman (@ADAMATOMIC) (original Flixel code) +* +* "If you want your children to be intelligent, read them fairy tales." +* "If you want them to be more intelligent, read them more fairy tales." +* -- Albert Einstein +*/ +var Phaser; +(function (Phaser) { + Phaser.VERSION = 'Phaser version 0.9'; +})(Phaser || (Phaser = {})); +/// +/** +* This is a useful "generic" object. +* Both GameObject and Group extend this class, +* as do the plugins. Has no size, position or graphical data. +* +* @author Adam Atomic +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Basic = (function () { + /** + * Instantiate the basic object. + */ + function Basic(game) { + /** + * Allows you to give this object a name. Useful for debugging, but not actually used internally. + */ + this.name = ''; + this._game = game; + this.ID = -1; + this.exists = true; + this.active = true; + this.visible = true; + this.alive = true; + this.isGroup = false; + this.ignoreDrawDebug = false; + } + Basic.prototype.destroy = /** + * Override this to null out iables or manually call + * destroy() on class members if necessary. + * Don't forget to call super.destroy()! + */ + function () { + }; + Basic.prototype.preUpdate = /** + * Pre-update is called right before update() on each object in the game loop. + */ + function () { + }; + Basic.prototype.update = /** + * Override this to update your class's position and appearance. + * This is where most of your game rules and behavioral code will go. + */ + function () { + }; + Basic.prototype.postUpdate = /** + * Post-update is called right after update() on each object in the game loop. + */ + function () { + }; + Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + }; + Basic.prototype.kill = /** + * Handy for "killing" game objects. + * Default behavior is to flag them as nonexistent AND dead. + * However, if you want the "corpse" to remain in the game, + * like to animate an effect or whatever, you should override this, + * setting only alive to false, and leaving exists true. + */ + function () { + this.alive = false; + this.exists = false; + }; + Basic.prototype.revive = /** + * Handy for bringing game objects "back to life". Just sets alive and exists back to true. + * In practice, this is most often called by FlxObject.reset(). + */ + function () { + this.alive = true; + this.exists = true; + }; + Basic.prototype.toString = /** + * Convert object to readable string name. Useful for debugging, save games, etc. + */ + function () { + return ""; + }; + return Basic; + })(); + Phaser.Basic = Basic; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Cache = (function () { + function Cache(game) { + this._game = game; + this._canvases = { + }; + this._images = { + }; + this._sounds = { + }; + this._text = { + }; + } + Cache.prototype.addCanvas = function (key, canvas, context) { + this._canvases[key] = { + canvas: canvas, + context: context + }; + }; + Cache.prototype.addSpriteSheet = function (key, url, data, frameWidth, frameHeight, frameMax) { + this._images[key] = { + url: url, + data: data, + spriteSheet: true, + frameWidth: frameWidth, + frameHeight: frameHeight + }; + this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); + }; + Cache.prototype.addTextureAtlas = function (key, url, data, jsonData) { + this._images[key] = { + url: url, + data: data, + spriteSheet: true + }; + this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this._game, jsonData); + }; + Cache.prototype.addImage = function (key, url, data) { + this._images[key] = { + url: url, + data: data, + spriteSheet: false + }; + }; + Cache.prototype.addSound = function (key, url, data) { + this._sounds[key] = { + url: url, + data: data, + decoded: false + }; + }; + Cache.prototype.decodedSound = function (key, data) { + this._sounds[key].data = data; + this._sounds[key].decoded = true; + }; + Cache.prototype.addText = function (key, url, data) { + this._text[key] = { + url: url, + data: data + }; + }; + Cache.prototype.getCanvas = function (key) { + if(this._canvases[key]) { + return this._canvases[key].canvas; + } + return null; + }; + Cache.prototype.getImage = function (key) { + if(this._images[key]) { + return this._images[key].data; + } + return null; + }; + Cache.prototype.getFrameData = function (key) { + if(this._images[key] && this._images[key].spriteSheet == true) { + return this._images[key].frameData; + } + return null; + }; + Cache.prototype.getSound = function (key) { + if(this._sounds[key]) { + return this._sounds[key].data; + } + return null; + }; + Cache.prototype.isSoundDecoded = function (key) { + if(this._sounds[key]) { + return this._sounds[key].decoded; + } + }; + Cache.prototype.isSpriteSheet = function (key) { + if(this._images[key]) { + return this._images[key].spriteSheet; + } + }; + Cache.prototype.getText = function (key) { + if(this._text[key]) { + return this._text[key].data; + } + return null; + }; + Cache.prototype.destroy = function () { + for(var item in this._canvases) { + delete this._canvases[item['key']]; + } + for(var item in this._images) { + delete this._images[item['key']]; + } + for(var item in this._sounds) { + delete this._sounds[item['key']]; + } + for(var item in this._text) { + delete this._text[item['key']]; + } + }; + return Cache; + })(); + Phaser.Cache = Cache; +})(Phaser || (Phaser = {})); +var __extends = this.__extends || function (d, b) { + function __() { this.constructor = d; } + __.prototype = b.prototype; + d.prototype = new __(); +}; +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var GameObject = (function (_super) { + __extends(GameObject, _super); + function GameObject(game, x, y, width, height) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof width === "undefined") { width = 16; } + if (typeof height === "undefined") { height = 16; } + _super.call(this, game); + this._angle = 0; + this.z = 0; + this.moves = true; + this.bounds = new Phaser.Rectangle(x, y, width, height); + this.exists = true; + this.active = true; + this.visible = true; + this.alive = true; + this.isGroup = false; + this.alpha = 1; + this.scale = new Phaser.Point(1, 1); + this.last = new Phaser.Point(x, y); + this.origin = new Phaser.Point(this.bounds.halfWidth, this.bounds.halfHeight); + this.mass = 1.0; + this.elasticity = 0.0; + this.health = 1; + this.immovable = false; + this.moves = true; + this.touching = Phaser.Collision.NONE; + this.wasTouching = Phaser.Collision.NONE; + this.allowCollisions = Phaser.Collision.ANY; + this.velocity = new Phaser.Point(); + this.acceleration = new Phaser.Point(); + this.drag = new Phaser.Point(); + this.maxVelocity = new Phaser.Point(10000, 10000); + this.angle = 0; + this.angularVelocity = 0; + this.angularAcceleration = 0; + this.angularDrag = 0; + this.maxAngular = 10000; + this.scrollFactor = new Phaser.Point(1.0, 1.0); + } + GameObject.prototype.preUpdate = function () { + // flicker time + this.last.x = this.bounds.x; + this.last.y = this.bounds.y; + }; + GameObject.prototype.update = function () { + }; + GameObject.prototype.postUpdate = function () { + if(this.moves) { + this.updateMotion(); + } + this.wasTouching = this.touching; + this.touching = Phaser.Collision.NONE; + }; + GameObject.prototype.updateMotion = function () { + var delta; + var velocityDelta; + velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2; + this.angularVelocity += velocityDelta; + this._angle += this.angularVelocity * this._game.time.elapsed; + this.angularVelocity += velocityDelta; + velocityDelta = (this._game.motion.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; + this.velocity.x += velocityDelta; + delta = this.velocity.x * this._game.time.elapsed; + this.velocity.x += velocityDelta; + this.bounds.x += delta; + velocityDelta = (this._game.motion.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; + this.velocity.y += velocityDelta; + delta = this.velocity.y * this._game.time.elapsed; + this.velocity.y += velocityDelta; + this.bounds.y += delta; + }; + GameObject.prototype.overlaps = /** + * Checks to see if some GameObject overlaps this GameObject or FlxGroup. + * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). + * WARNING: Currently tilemaps do NOT support screen space overlap checks! + * + * @param ObjectOrGroup The object or group being tested. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the two objects overlap. + */ + function (ObjectOrGroup, InScreenSpace, Camera) { + if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } + if (typeof Camera === "undefined") { Camera = null; } + if(ObjectOrGroup.isGroup) { + var results = false; + var i = 0; + var members = ObjectOrGroup.members; + while(i < length) { + if(this.overlaps(members[i++], InScreenSpace, Camera)) { + results = true; + } + } + return results; + } + /* + if (typeof ObjectOrGroup === 'FlxTilemap') + { + //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. + return ObjectOrGroup.overlaps(this, InScreenSpace, Camera); + } + */ + //var object: GameObject = ObjectOrGroup; + if(!InScreenSpace) { + return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height); + } + if(Camera == null) { + Camera = this._game.camera; + } + var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); + this.getScreenXY(this._point, Camera); + return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); + }; + GameObject.prototype.overlapsAt = /** + * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup? + * 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! + * + * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here. + * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here. + * @param ObjectOrGroup The object or group being tested. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the two objects overlap. + */ + function (X, Y, ObjectOrGroup, InScreenSpace, Camera) { + if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } + if (typeof Camera === "undefined") { Camera = null; } + if(ObjectOrGroup.isGroup) { + var results = false; + var basic; + var i = 0; + var members = ObjectOrGroup.members; + while(i < length) { + if(this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) { + results = true; + } + } + return results; + } + /* + if (typeof ObjectOrGroup === 'FlxTilemap') + { + //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; + return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera); + } + */ + //var object: GameObject = ObjectOrGroup; + if(!InScreenSpace) { + return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height); + } + if(Camera == null) { + Camera = this._game.camera; + } + var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera); + this._point.x = X - Camera.scroll.x * this.scrollFactor.x//copied from getScreenXY() + ; + this._point.y = Y - Camera.scroll.y * this.scrollFactor.y; + this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001; + this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001; + return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); + }; + GameObject.prototype.overlapsPoint = /** + * Checks to see if a ponumber in 2D world space overlaps this GameObject object. + * + * @param Point The ponumber in world space you want to check. + * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether or not the ponumber overlaps this object. + */ + function (point, InScreenSpace, Camera) { + if (typeof InScreenSpace === "undefined") { InScreenSpace = false; } + if (typeof Camera === "undefined") { Camera = null; } + if(!InScreenSpace) { + return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height); + } + if(Camera == null) { + Camera = this._game.camera; + } + var X = point.x - Camera.scroll.x; + var Y = point.y - Camera.scroll.y; + this.getScreenXY(this._point, Camera); + return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height); + }; + GameObject.prototype.onScreen = /** + * Check and see if this object is currently on screen. + * + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * + * @return Whether the object is on screen or not. + */ + function (Camera) { + if (typeof Camera === "undefined") { Camera = null; } + if(Camera == null) { + Camera = this._game.camera; + } + this.getScreenXY(this._point, Camera); + return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height); + }; + GameObject.prototype.getScreenXY = /** + * Call this to figure out the on-screen position of the object. + * + * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. + * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it. + * + * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. + */ + function (point, Camera) { + if (typeof point === "undefined") { point = null; } + if (typeof Camera === "undefined") { Camera = null; } + if(point == null) { + point = new Phaser.Point(); + } + if(Camera == null) { + Camera = this._game.camera; + } + point.x = this.x - Camera.scroll.x * this.scrollFactor.x; + point.y = this.y - Camera.scroll.y * this.scrollFactor.y; + point.x += (point.x > 0) ? 0.0000001 : -0.0000001; + point.y += (point.y > 0) ? 0.0000001 : -0.0000001; + return point; + }; + Object.defineProperty(GameObject.prototype, "solid", { + get: /** + * Whether the object collides or not. For more control over what directions + * the object will collide from, use collision constants (like LEFT, FLOOR, etc) + * to set the value of allowCollisions directly. + */ + function () { + return (this.allowCollisions & Phaser.Collision.ANY) > Phaser.Collision.NONE; + }, + set: /** + * @private + */ + function (Solid) { + if(Solid) { + this.allowCollisions = Phaser.Collision.ANY; + } else { + this.allowCollisions = Phaser.Collision.NONE; + } + }, + enumerable: true, + configurable: true + }); + GameObject.prototype.getMidpoint = /** + * Retrieve the midponumber of this object in world coordinates. + * + * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created. + * + * @return A Point object containing the midponumber of this object in world coordinates. + */ + function (point) { + if (typeof point === "undefined") { point = null; } + if(point == null) { + point = new Phaser.Point(); + } + point.x = this.x + this.width * 0.5; + point.y = this.y + this.height * 0.5; + return point; + }; + GameObject.prototype.reset = /** + * Handy for reviving game objects. + * Resets their existence flags and position. + * + * @param X The new X position of this object. + * @param Y The new Y position of this object. + */ + function (X, Y) { + this.revive(); + this.touching = Phaser.Collision.NONE; + this.wasTouching = Phaser.Collision.NONE; + this.x = X; + this.y = Y; + this.last.x = X; + this.last.y = Y; + this.velocity.x = 0; + this.velocity.y = 0; + }; + GameObject.prototype.isTouching = /** + * Handy for checking if this object is touching a particular surface. + * For slightly better performance you can just & the value directly numbero touching. + * However, this method is good for readability and accessibility. + * + * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). + * + * @return Whether the object is touching an object in (any of) the specified direction(s) this frame. + */ + function (Direction) { + return (this.touching & Direction) > Phaser.Collision.NONE; + }; + GameObject.prototype.justTouched = /** + * Handy for checking if this object is just landed on a particular surface. + * + * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc). + * + * @return Whether the object just landed on (any of) the specified surface(s) this frame. + */ + function (Direction) { + return ((this.touching & Direction) > Phaser.Collision.NONE) && ((this.wasTouching & Direction) <= Phaser.Collision.NONE); + }; + GameObject.prototype.hurt = /** + * Reduces the "health" variable of this sprite by the amount specified in Damage. + * Calls kill() if health drops to or below zero. + * + * @param Damage How much health to take away (use a negative number to give a health bonus). + */ + function (Damage) { + this.health = this.health - Damage; + if(this.health <= 0) { + this.kill(); + } + }; + GameObject.prototype.destroy = function () { + }; + Object.defineProperty(GameObject.prototype, "x", { + get: function () { + return this.bounds.x; + }, + set: function (value) { + this.bounds.x = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "y", { + get: function () { + return this.bounds.y; + }, + set: function (value) { + this.bounds.y = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "rotation", { + get: function () { + return this._angle; + }, + set: function (value) { + this._angle = this._game.math.wrap(value, 360, 0); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "angle", { + get: function () { + return this._angle; + }, + set: function (value) { + this._angle = this._game.math.wrap(value, 360, 0); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "width", { + get: function () { + return this.bounds.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GameObject.prototype, "height", { + get: function () { + return this.bounds.height; + }, + enumerable: true, + configurable: true + }); + return GameObject; + })(Phaser.Basic); + Phaser.GameObject = GameObject; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Sprite = (function (_super) { + __extends(Sprite, _super); + function Sprite(game, x, y, key) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof key === "undefined") { key = null; } + _super.call(this, game, x, y); + this._dynamicTexture = false; + // local rendering related temp vars to help avoid gc spikes + this._sx = 0; + this._sy = 0; + this._sw = 0; + this._sh = 0; + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this._texture = null; + this.animations = new Phaser.Animations(this._game, this); + if(key !== null) { + this.loadGraphic(key); + } else { + this.bounds.width = 16; + this.bounds.height = 16; + } + } + Sprite.prototype.loadGraphic = function (key) { + if(this._game.cache.getImage(key) !== null) { + if(this._game.cache.isSpriteSheet(key) == false) { + this._texture = this._game.cache.getImage(key); + this.bounds.width = this._texture.width; + this.bounds.height = this._texture.height; + } else { + this._texture = this._game.cache.getImage(key); + this.animations.loadFrameData(this._game.cache.getFrameData(key)); + } + this._dynamicTexture = false; + } + return this; + }; + Sprite.prototype.loadDynamicTexture = function (texture) { + this._texture = texture; + this.bounds.width = this._texture.width; + this.bounds.height = this._texture.height; + this._dynamicTexture = true; + return this; + }; + Sprite.prototype.makeGraphic = function (width, height, color) { + if (typeof color === "undefined") { color = 0xffffffff; } + this._texture = null; + this.width = width; + this.height = height; + this._dynamicTexture = false; + return this; + }; + Sprite.prototype.inCamera = function (camera) { + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); + this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); + } else { + return camera.overlap(this.bounds); + } + }; + Sprite.prototype.postUpdate = function () { + this.animations.update(); + _super.prototype.postUpdate.call(this); + }; + Object.defineProperty(Sprite.prototype, "frame", { + get: function () { + return this.animations.frame; + }, + set: function (value) { + this.animations.frame = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "frameName", { + get: function () { + return this.animations.frameName; + }, + set: function (value) { + this.animations.frameName = value; + }, + enumerable: true, + configurable: true + }); + Sprite.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + // Render checks + if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) { + return false; + } + // Alpha + if(this.alpha !== 1) { + var globalAlpha = this._game.stage.context.globalAlpha; + this._game.stage.context.globalAlpha = this.alpha; + } + //if (this.flip === true) + //{ + // this.context.save(); + // this.context.translate(game.canvas.width, 0); + // this.context.scale(-1, 1); + //} + this._sx = 0; + this._sy = 0; + this._sw = this.bounds.width; + this._sh = this.bounds.height; + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + if(this._dynamicTexture == false && this.animations.currentFrame !== null) { + this._sx = this.animations.currentFrame.x; + this._sy = this.animations.currentFrame.y; + if(this.animations.currentFrame.trimmed) { + this._dx += this.animations.currentFrame.spriteSourceSizeX; + this._dy += this.animations.currentFrame.spriteSourceSizeY; + } + } + // Apply camera difference + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx -= (camera.worldView.x * this.scrollFactor.x); + this._dy -= (camera.worldView.y * this.scrollFactor.y); + } + // Rotation + 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.rotate(this.angle * (Math.PI / 180)); + this._dx = -(this._dw / 2); + this._dy = -(this._dh / 2); + } + this._sx = Math.round(this._sx); + this._sy = Math.round(this._sy); + this._sw = Math.round(this._sw); + this._sh = Math.round(this._sh); + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + this._dw = Math.round(this._dw); + this._dh = Math.round(this._dh); + // Debug test + //this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)'; + //this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); + if(this._texture != null) { + if(this._dynamicTexture) { + this._game.stage.context.drawImage(this._texture.canvas, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } else { + this._game.stage.context.drawImage(this._texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } + } else { + this._game.stage.context.fillStyle = 'rgb(255,255,255)'; + this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); + } + //if (this.flip === true || this.rotation !== 0) + if(this.rotation !== 0) { + this._game.stage.context.translate(0, 0); + this._game.stage.context.restore(); + } + if(globalAlpha > -1) { + this._game.stage.context.globalAlpha = globalAlpha; + } + return true; + }; + Sprite.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); + this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); + this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); + this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); + }; + return Sprite; + })(Phaser.GameObject); + Phaser.Sprite = Sprite; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Camera = (function () { + /** + * Instantiates a new camera at the specified location, with the specified size and zoom level. + * + * @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param Width The width of the camera display in pixels. + * @param Height The height of the camera display in pixels. + * @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution. + */ + function Camera(game, id, x, y, width, height) { + this._clip = false; + this._rotation = 0; + this._target = null; + this._sx = 0; + this._sy = 0; + this._fxFlashComplete = null; + this._fxFlashDuration = 0; + this._fxFlashAlpha = 0; + this._fxFadeComplete = null; + this._fxFadeDuration = 0; + this._fxFadeAlpha = 0; + this._fxShakeIntensity = 0; + this._fxShakeDuration = 0; + this._fxShakeComplete = null; + this._fxShakeOffset = new Phaser.Point(0, 0); + this._fxShakeDirection = 0; + this._fxShakePrevX = 0; + this._fxShakePrevY = 0; + this.scale = new Phaser.Point(1, 1); + this.scroll = new Phaser.Point(0, 0); + this.bounds = null; + this.deadzone = null; + // Camera Border + this.showBorder = false; + this.borderColor = 'rgb(255,255,255)'; + // Camera Background Color + this.opaque = true; + this._bgColor = 'rgb(0,0,0)'; + this._bgTextureRepeat = 'repeat'; + // Camera Shadow + this.showShadow = false; + this.shadowColor = 'rgb(0,0,0)'; + this.shadowBlur = 10; + this.shadowOffset = new Phaser.Point(4, 4); + this.visible = true; + this.alpha = 1; + // The x/y position of the current input event in world coordinates + this.inputX = 0; + this.inputY = 0; + this._game = game; + this.ID = id; + this._stageX = x; + this._stageY = y; + // The view into the world canvas we wish to render + this.worldView = new Phaser.Rectangle(0, 0, width, height); + this.checkClip(); + } + Camera.STYLE_LOCKON = 0; + Camera.STYLE_PLATFORMER = 1; + Camera.STYLE_TOPDOWN = 2; + Camera.STYLE_TOPDOWN_TIGHT = 3; + Camera.SHAKE_BOTH_AXES = 0; + Camera.SHAKE_HORIZONTAL_ONLY = 1; + Camera.SHAKE_VERTICAL_ONLY = 2; + Camera.prototype.flash = /** + * The camera is filled with this color and returns to normal at the given duration. + * + * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. + * @param Duration How long it takes for the flash to fade. + * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. + * @param Force Force an already running flash effect to reset. + */ + function (color, duration, onComplete, force) { + if (typeof color === "undefined") { color = 0xffffff; } + if (typeof duration === "undefined") { duration = 1; } + if (typeof onComplete === "undefined") { onComplete = null; } + if (typeof force === "undefined") { force = false; } + if(force === false && this._fxFlashAlpha > 0) { + // You can't flash again unless you force it + return; + } + if(duration <= 0) { + duration = 1; + } + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ','; + this._fxFlashDuration = duration; + this._fxFlashAlpha = 1; + this._fxFlashComplete = onComplete; + }; + Camera.prototype.fade = /** + * The camera is gradually filled with this color. + * + * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. + * @param Duration How long it takes for the flash to fade. + * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. + * @param Force Force an already running flash effect to reset. + */ + function (color, duration, onComplete, force) { + if (typeof color === "undefined") { color = 0x000000; } + if (typeof duration === "undefined") { duration = 1; } + if (typeof onComplete === "undefined") { onComplete = null; } + if (typeof force === "undefined") { force = false; } + if(force === false && this._fxFadeAlpha > 0) { + // You can't fade again unless you force it + return; + } + if(duration <= 0) { + duration = 1; + } + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ','; + this._fxFadeDuration = duration; + this._fxFadeAlpha = 0.01; + this._fxFadeComplete = onComplete; + }; + Camera.prototype.shake = /** + * A simple screen-shake effect. + * + * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. + * @param Duration The length in seconds that the shaking effect should last. + * @param OnComplete A function you want to run when the shake effect finishes. + * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). + * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). + */ + function (intensity, duration, onComplete, force, direction) { + if (typeof intensity === "undefined") { intensity = 0.05; } + if (typeof duration === "undefined") { duration = 0.5; } + if (typeof onComplete === "undefined") { onComplete = null; } + if (typeof force === "undefined") { force = true; } + if (typeof direction === "undefined") { direction = Camera.SHAKE_BOTH_AXES; } + if(!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) { + return; + } + // If a shake is not already running we need to store the offsets here + if(this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) { + this._fxShakePrevX = this._stageX; + this._fxShakePrevY = this._stageY; + } + this._fxShakeIntensity = intensity; + this._fxShakeDuration = duration; + this._fxShakeComplete = onComplete; + this._fxShakeDirection = direction; + this._fxShakeOffset.setTo(0, 0); + }; + Camera.prototype.stopFX = /** + * Just turns off all the camera effects instantly. + */ + function () { + this._fxFlashAlpha = 0; + this._fxFadeAlpha = 0; + if(this._fxShakeDuration !== 0) { + this._fxShakeDuration = 0; + this._fxShakeOffset.setTo(0, 0); + this._stageX = this._fxShakePrevX; + this._stageY = this._fxShakePrevY; + } + }; + Camera.prototype.follow = function (target, style) { + if (typeof style === "undefined") { style = Camera.STYLE_LOCKON; } + this._target = target; + var helper; + switch(style) { + case Camera.STYLE_PLATFORMER: + var w = this.width / 8; + var h = this.height / 3; + this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); + break; + case Camera.STYLE_TOPDOWN: + helper = Math.max(this.width, this.height) / 4; + this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Camera.STYLE_TOPDOWN_TIGHT: + helper = Math.max(this.width, this.height) / 8; + this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Camera.STYLE_LOCKON: + default: + this.deadzone = null; + break; + } + }; + Camera.prototype.focusOnXY = function (x, y) { + x += (x > 0) ? 0.0000001 : -0.0000001; + y += (y > 0) ? 0.0000001 : -0.0000001; + this.scroll.x = Math.round(x - this.worldView.halfWidth); + this.scroll.y = Math.round(y - this.worldView.halfHeight); + }; + Camera.prototype.focusOn = function (point) { + point.x += (point.x > 0) ? 0.0000001 : -0.0000001; + point.y += (point.y > 0) ? 0.0000001 : -0.0000001; + this.scroll.x = Math.round(point.x - this.worldView.halfWidth); + this.scroll.y = Math.round(point.y - this.worldView.halfHeight); + }; + Camera.prototype.setBounds = /** + * Specify the boundaries of the world or where the camera is allowed to move. + * + * @param X The smallest X value of your world (usually 0). + * @param Y The smallest Y value of your world (usually 0). + * @param Width The largest X value of your world (usually the world width). + * @param Height The largest Y value of your world (usually the world height). + * @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false). + */ + function (X, Y, Width, Height, UpdateWorld) { + if (typeof X === "undefined") { X = 0; } + if (typeof Y === "undefined") { Y = 0; } + if (typeof Width === "undefined") { Width = 0; } + if (typeof Height === "undefined") { Height = 0; } + if (typeof UpdateWorld === "undefined") { UpdateWorld = false; } + if(this.bounds == null) { + this.bounds = new Phaser.Rectangle(); + } + this.bounds.setTo(X, Y, Width, Height); + //if(UpdateWorld) + // FlxG.worldBounds.copyFrom(bounds); + this.update(); + }; + Camera.prototype.update = function () { + if(this._target !== null) { + if(this.deadzone == null) { + this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y); + } else { + var edge; + var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); + var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); + edge = targetX - this.deadzone.x; + if(this.scroll.x > edge) { + this.scroll.x = edge; + } + edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; + if(this.scroll.x < edge) { + this.scroll.x = edge; + } + edge = targetY - this.deadzone.y; + if(this.scroll.y > edge) { + this.scroll.y = edge; + } + edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; + if(this.scroll.y < edge) { + this.scroll.y = edge; + } + } + } + // Make sure we didn't go outside the camera's bounds + if(this.bounds !== null) { + if(this.scroll.x < this.bounds.left) { + this.scroll.x = this.bounds.left; + } + if(this.scroll.x > this.bounds.right - this.width) { + this.scroll.x = this.bounds.right - this.width; + } + if(this.scroll.y < this.bounds.top) { + this.scroll.y = this.bounds.top; + } + if(this.scroll.y > this.bounds.bottom - this.height) { + this.scroll.y = this.bounds.bottom - this.height; + } + } + this.worldView.x = this.scroll.x; + this.worldView.y = this.scroll.y; + // Input values + this.inputX = this.worldView.x + this._game.input.x; + this.inputY = this.worldView.y + this._game.input.y; + // Update the Flash effect + if(this._fxFlashAlpha > 0) { + this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration; + this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2); + if(this._fxFlashAlpha <= 0) { + this._fxFlashAlpha = 0; + if(this._fxFlashComplete !== null) { + this._fxFlashComplete(); + } + } + } + // Update the Fade effect + if(this._fxFadeAlpha > 0) { + this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration; + this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2); + if(this._fxFadeAlpha >= 1) { + this._fxFadeAlpha = 1; + if(this._fxFadeComplete !== null) { + this._fxFadeComplete(); + } + } + } + // Update the "shake" special effect + if(this._fxShakeDuration > 0) { + this._fxShakeDuration -= this._game.time.elapsed; + this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2); + if(this._fxShakeDuration <= 0) { + this._fxShakeDuration = 0; + this._fxShakeOffset.setTo(0, 0); + this._stageX = this._fxShakePrevX; + this._stageY = this._fxShakePrevY; + if(this._fxShakeComplete != null) { + this._fxShakeComplete(); + } + } else { + if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY)) { + //this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom; + this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width); + } + if((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY)) { + //this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom; + this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height); + } + } + } + }; + Camera.prototype.render = function () { + if(this.visible === false && this.alpha < 0.1) { + return; + } + if((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) { + //this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x; + //this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y; + this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x; + this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y; + //console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y); + } + //if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) + //{ + //this._game.stage.context.save(); + //} + // It may be safe/quicker to just save the context every frame regardless + this._game.stage.context.save(); + if(this.alpha !== 1) { + this._game.stage.context.globalAlpha = this.alpha; + } + this._sx = this._stageX; + this._sy = this._stageY; + // Shadow + if(this.showShadow) { + this._game.stage.context.shadowColor = this.shadowColor; + this._game.stage.context.shadowBlur = this.shadowBlur; + this._game.stage.context.shadowOffsetX = this.shadowOffset.x; + this._game.stage.context.shadowOffsetY = this.shadowOffset.y; + } + // Scale on + if(this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.scale(this.scale.x, this.scale.y); + this._sx = this._sx / this.scale.x; + this._sy = this._sy / this.scale.y; + } + // Rotation - translate to the mid-point of the camera + if(this._rotation !== 0) { + this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); + this._game.stage.context.rotate(this._rotation * (Math.PI / 180)); + // now shift back to where that should actually render + this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); + } + // Background + if(this.opaque == true) { + if(this._bgTexture) { + this._game.stage.context.fillStyle = this._bgTexture; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } else { + this._game.stage.context.fillStyle = this._bgColor; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + } + // Shadow off + if(this.showShadow) { + this._game.stage.context.shadowBlur = 0; + this._game.stage.context.shadowOffsetX = 0; + this._game.stage.context.shadowOffsetY = 0; + } + // Clip the camera so we don't get sprites appearing outside the edges + if(this._clip) { + this._game.stage.context.beginPath(); + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.closePath(); + this._game.stage.context.clip(); + } + //this.totalSpritesRendered = this._game.world.renderSpritesInCamera(this.worldView, sx, sy); + //this._game.world.group.render(this.worldView, this.worldView.x, this.worldView.y, sx, sy); + this._game.world.group.render(this, this._sx, this._sy); + if(this.showBorder) { + this._game.stage.context.strokeStyle = this.borderColor; + this._game.stage.context.lineWidth = 1; + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.stroke(); + } + // "Flash" FX + if(this._fxFlashAlpha > 0) { + this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')'; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + // "Fade" FX + if(this._fxFadeAlpha > 0) { + this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')'; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + // Scale off + if(this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.scale(1, 1); + } + if(this._rotation !== 0 || this._clip) { + this._game.stage.context.translate(0, 0); + //this._game.stage.context.restore(); + } + // maybe just do this every frame regardless? + this._game.stage.context.restore(); + if(this.alpha !== 1) { + this._game.stage.context.globalAlpha = 1; + } + }; + Object.defineProperty(Camera.prototype, "backgroundColor", { + get: function () { + return this._bgColor; + }, + set: function (color) { + this._bgColor = color; + }, + enumerable: true, + configurable: true + }); + Camera.prototype.setTexture = function (key, repeat) { + if (typeof repeat === "undefined") { repeat = 'repeat'; } + this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); + this._bgTextureRepeat = repeat; + }; + Camera.prototype.setPosition = function (x, y) { + this._stageX = x; + this._stageY = y; + this.checkClip(); + }; + Camera.prototype.setSize = function (width, height) { + this.worldView.width = width; + this.worldView.height = height; + this.checkClip(); + }; + Camera.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); + this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); + if(this.bounds) { + this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); + } + }; + Object.defineProperty(Camera.prototype, "x", { + get: function () { + return this._stageX; + }, + set: function (value) { + this._stageX = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "y", { + get: function () { + return this._stageY; + }, + set: function (value) { + this._stageY = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "width", { + get: function () { + return this.worldView.width; + }, + set: function (value) { + this.worldView.width = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "height", { + get: function () { + return this.worldView.height; + }, + set: function (value) { + this.worldView.height = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "rotation", { + get: function () { + return this._rotation; + }, + set: function (value) { + this._rotation = this._game.math.wrap(value, 360, 0); + }, + enumerable: true, + configurable: true + }); + Camera.prototype.checkClip = function () { + if(this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) { + this._clip = true; + } else { + this._clip = false; + } + }; + return Camera; + })(); + Phaser.Camera = Camera; +})(Phaser || (Phaser = {})); +/// +/// +// TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct +// TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Cameras = (function () { + function Cameras(game, x, y, width, height) { + this._game = game; + this._cameras = []; + this.current = this.addCamera(x, y, width, height); + } + Cameras.prototype.getAll = function () { + return this._cameras; + }; + Cameras.prototype.update = function () { + this._cameras.forEach(function (camera) { + return camera.update(); + }); + }; + Cameras.prototype.render = function () { + this._cameras.forEach(function (camera) { + return camera.render(); + }); + }; + Cameras.prototype.addCamera = function (x, y, width, height) { + var newCam = new Phaser.Camera(this._game, this._cameras.length, x, y, width, height); + this._cameras.push(newCam); + return newCam; + }; + Cameras.prototype.removeCamera = function (id) { + if(this._cameras[id]) { + if(this.current === this._cameras[id]) { + this.current = null; + } + this._cameras.splice(id, 1); + return true; + } else { + return false; + } + }; + Cameras.prototype.destroy = function () { + this._cameras.length = 0; + this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); + }; + return Cameras; + })(); + Phaser.Cameras = Cameras; +})(Phaser || (Phaser = {})); +/// +/** +* Point +* +* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. +* +* @version 1.2 - 27th February 2013 +* @author Richard Davey +* @todo polar, interpolate +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Point = (function () { + /** + * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). + * @class Point + * @constructor + * @param {Number} x One-liner. Default is ?. + * @param {Number} y One-liner. Default is ?. + **/ + function Point(x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + this.setTo(x, y); + } + Point.prototype.add = /** + * Adds the coordinates of another point to the coordinates of this point to create a new point. + * @method add + * @param {Point} point - The point to be added. + * @return {Point} The new Point object. + **/ + function (toAdd, output) { + if (typeof output === "undefined") { output = new Point(); } + return output.setTo(this.x + toAdd.x, this.y + toAdd.y); + }; + Point.prototype.addTo = /** + * Adds the given values to the coordinates of this point and returns it + * @method addTo + * @param {Number} x - The amount to add to the x value of the point + * @param {Number} y - The amount to add to the x value of the point + * @return {Point} This Point object. + **/ + function (x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + return this.setTo(this.x + x, this.y + y); + }; + Point.prototype.subtractFrom = /** + * Adds the given values to the coordinates of this point and returns it + * @method addTo + * @param {Number} x - The amount to add to the x value of the point + * @param {Number} y - The amount to add to the x value of the point + * @return {Point} This Point object. + **/ + function (x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + return this.setTo(this.x - x, this.y - y); + }; + Point.prototype.invert = /** + * Inverts the x and y values of this point + * @method invert + * @return {Point} This Point object. + **/ + function () { + return this.setTo(this.y, this.x); + }; + Point.prototype.clamp = /** + * Clamps this Point object to be between the given min and max + * @method clamp + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function (min, max) { + this.clampX(min, max); + this.clampY(min, max); + return this; + }; + Point.prototype.clampX = /** + * Clamps the x value of this Point object to be between the given min and max + * @method clampX + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function (min, max) { + this.x = Math.max(Math.min(this.x, max), min); + return this; + }; + Point.prototype.clampY = /** + * Clamps the y value of this Point object to be between the given min and max + * @method clampY + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function (min, max) { + this.x = Math.max(Math.min(this.x, max), min); + this.y = Math.max(Math.min(this.y, max), min); + return this; + }; + Point.prototype.clone = /** + * Creates a copy of this Point. + * @method clone + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + function (output) { + if (typeof output === "undefined") { output = new Point(); } + return output.setTo(this.x, this.y); + }; + Point.prototype.copyFrom = /** + * Copies the point data from the source Point object into this Point object. + * @method copyFrom + * @param {Point} source - The point to copy from. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + function (source) { + return this.setTo(source.x, source.y); + }; + Point.prototype.copyTo = /** + * Copies the point data from this Point object to the given target Point object. + * @method copyTo + * @param {Point} target - The point to copy to. + * @return {Point} The target Point object. + **/ + function (target) { + return target.setTo(this.x, this.y); + }; + Point.prototype.distanceTo = /** + * Returns the distance from this Point object to the given Point object. + * @method distanceFrom + * @param {Point} target - The destination Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + function (target, round) { + if (typeof round === "undefined") { round = false; } + var dx = this.x - target.x; + var dy = this.y - target.y; + if(round === true) { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } else { + return Math.sqrt(dx * dx + dy * dy); + } + }; + Point.distanceBetween = /** + * Returns the distance between the two Point objects. + * @method distanceBetween + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between the two Point objects. + **/ + function distanceBetween(pointA, pointB, round) { + if (typeof round === "undefined") { round = false; } + var dx = pointA.x - pointB.x; + var dy = pointA.y - pointB.y; + if(round === true) { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } else { + return Math.sqrt(dx * dx + dy * dy); + } + }; + Point.prototype.distanceCompare = /** + * Returns true if the distance between this point and a target point is greater than or equal a specified distance. + * This avoids using a costly square root operation + * @method distanceCompare + * @param {Point} target - The Point object to use for comparison. + * @param {Number} distance - The distance to use for comparison. + * @return {Boolena} True if distance is >= specified distance. + **/ + function (target, distance) { + if(this.distanceTo(target) >= distance) { + return true; + } else { + return false; + } + }; + Point.prototype.equals = /** + * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. + * @method equals + * @param {Point} point - The point to compare against. + * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. + **/ + function (toCompare) { + if(this.x === toCompare.x && this.y === toCompare.y) { + return true; + } else { + return false; + } + }; + Point.prototype.interpolate = /** + * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. + * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). + * @method interpolate + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. + * @return {Point} The new interpolated Point object. + **/ + function (pointA, pointB, f) { + }; + Point.prototype.offset = /** + * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. + * The value of dy is added to the original value of y to create the new y value. + * @method offset + * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. + * @param {Number} dy - The amount by which to offset the vertical coordinate, y. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + function (dx, dy) { + this.x += dx; + this.y += dy; + return this; + }; + Point.prototype.polar = /** + * Converts a pair of polar coordinates to a Cartesian point coordinate. + * @method polar + * @param {Number} length - The length coordinate of the polar pair. + * @param {Number} angle - The angle, in radians, of the polar pair. + * @return {Point} The new Cartesian Point object. + **/ + function (length, angle) { + }; + Point.prototype.setTo = /** + * Sets the x and y values of this Point object to the given coordinates. + * @method set + * @param {Number} x - The horizontal position of this point. + * @param {Number} y - The vertical position of this point. + * @return {Point} This Point object. Useful for chaining method calls. + **/ + function (x, y) { + this.x = x; + this.y = y; + return this; + }; + Point.prototype.subtract = /** + * Subtracts the coordinates of another point from the coordinates of this point to create a new point. + * @method subtract + * @param {Point} point - The point to be subtracted. + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + function (point, output) { + if (typeof output === "undefined") { output = new Point(); } + return output.setTo(this.x - point.x, this.y - point.y); + }; + Point.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; + }; + return Point; + })(); + Phaser.Point = Point; +})(Phaser || (Phaser = {})); +/// +/** +* Rectangle +* +* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. +* +* @version 1.2 - 15th October 2012 +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Rectangle = (function () { + /** + * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + function Rectangle(x, y, width, height) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + /** + * The x coordinate of the top-left corner of the rectangle + * @property x + * @type Number + **/ + this.x = 0; + /** + * The y coordinate of the top-left corner of the rectangle + * @property y + * @type Number + **/ + this.y = 0; + /** + * The width of the rectangle in pixels + * @property width + * @type Number + **/ + this.width = 0; + /** + * The height of the rectangle in pixels + * @property height + * @type Number + **/ + this.height = 0; + this.setTo(x, y, width, height); + } + Object.defineProperty(Rectangle.prototype, "halfWidth", { + get: function () { + return Math.round(this.width / 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "halfHeight", { + get: function () { + return Math.round(this.height / 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottom", { + get: /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @return {Number} + **/ + function () { + return this.y + this.height; + }, + set: /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @param {Number} value + **/ + function (value) { + if(value < this.y) { + this.height = 0; + } else { + this.height = this.y + value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottomRight", { + get: /** + * Returns a Point containing the location of the Rectangle's bottom-right corner, determined by the values of the right and bottom properties. + * @method bottomRight + * @return {Point} + **/ + function () { + return new Phaser.Point(this.right, this.bottom); + }, + set: /** + * Sets the bottom-right corner of this Rectangle, determined by the values of the given Point object. + * @method bottomRight + * @param {Point} value + **/ + function (value) { + this.right = value.x; + this.bottom = value.y; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "left", { + get: /** + * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @ return {number} + **/ + function () { + return this.x; + }, + set: /** + * The x coordinate of the top-left corner of the rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @param {Number} value + **/ + function (value) { + var diff = this.x - value; + if(this.width + diff < 0) { + this.width = 0; + this.x = value; + } else { + this.width += diff; + this.x = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "right", { + get: /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. + * @method right + * @return {Number} + **/ + function () { + return this.x + this.width; + }, + set: /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. However it does affect the width property. + * @method right + * @param {Number} value + **/ + function (value) { + if(value < this.x) { + this.width = 0; + return this.x; + } else { + this.width = (value - this.x); + } + }, + enumerable: true, + configurable: true + }); + Rectangle.prototype.size = /** + * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. + * @method size + * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. + * @return {Point} The size of the Rectangle object + **/ + function (output) { + if (typeof output === "undefined") { output = new Phaser.Point(); } + return output.setTo(this.width, this.height); + }; + Object.defineProperty(Rectangle.prototype, "volume", { + get: /** + * The volume of the Rectangle object in pixels, derived from width * height + * @method volume + * @return {Number} + **/ + function () { + return this.width * this.height; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "perimeter", { + get: /** + * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. + * @method perimeter + * @return {Number} + **/ + function () { + return (this.width * 2) + (this.height * 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "top", { + get: /** + * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @return {Number} + **/ + function () { + return this.y; + }, + set: /** + * The y coordinate of the top-left corner of the rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @param {Number} value + **/ + function (value) { + var diff = this.y - value; + if(this.height + diff < 0) { + this.height = 0; + this.y = value; + } else { + this.height += diff; + this.y = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "topLeft", { + get: /** + * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. + * @method topLeft + * @return {Point} + **/ + function () { + return new Phaser.Point(this.x, this.y); + }, + set: /** + * The location of the Rectangle object's top-left corner, determined by the x and y coordinates of the point. + * @method topLeft + * @param {Point} value + **/ + function (value) { + this.x = value.x; + this.y = value.y; + }, + enumerable: true, + configurable: true + }); + Rectangle.prototype.clone = /** + * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. + * @method clone + * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} + **/ + function (output) { + if (typeof output === "undefined") { output = new Rectangle(); } + return output.setTo(this.x, this.y, this.width, this.height); + }; + Rectangle.prototype.contains = /** + * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. + * @method contains + * @param {Number} x The x coordinate of the point to test. + * @param {Number} y The y coordinate of the point to test. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function (x, y) { + if(x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) { + return true; + } + return false; + }; + Rectangle.prototype.containsPoint = /** + * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. + * @method containsPoint + * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function (point) { + return this.contains(point.x, point.y); + }; + Rectangle.prototype.containsRect = /** + * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. + * @method containsRect + * @param {Rectangle} rect The rectangle object being checked. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function (rect) { + // If the given rect has a larger volume than this one then it can never contain it + if(rect.volume > this.volume) { + return false; + } + if(rect.x >= this.x && rect.y >= this.y && rect.right <= this.right && rect.bottom <= this.bottom) { + return true; + } + return false; + }; + Rectangle.prototype.copyFrom = /** + * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. + * @method copyFrom + * @param {Rectangle} rect The source rectangle object to copy from + * @return {Rectangle} This rectangle object + **/ + function (source) { + return this.setTo(source.x, source.y, source.width, source.height); + }; + Rectangle.prototype.copyTo = /** + * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. + * @method copyTo + * @param {Rectangle} rect The destination rectangle object to copy in to + * @return {Rectangle} The destination rectangle object + **/ + function (target) { + return target.copyFrom(this); + }; + Rectangle.prototype.equals = /** + * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. + * @method equals + * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. + **/ + function (toCompare) { + if(this.x === toCompare.x && this.y === toCompare.y && this.width === toCompare.width && this.height === toCompare.height) { + return true; + } + return false; + }; + Rectangle.prototype.inflate = /** + * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. + * @method inflate + * @param {Number} dx The amount to be added to the left side of this Rectangle. + * @param {Number} dy The amount to be added to the bottom side of this Rectangle. + * @return {Rectangle} This Rectangle object. + **/ + function (dx, dy) { + if(!isNaN(dx) && !isNaN(dy)) { + this.x -= dx; + this.width += 2 * dx; + this.y -= dy; + this.height += 2 * dy; + } + return this; + }; + Rectangle.prototype.inflatePoint = /** + * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. + * @method inflatePoint + * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + function (point) { + return this.inflate(point.x, point.y); + }; + Rectangle.prototype.intersection = /** + * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. + * @method intersection + * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. + **/ + function (toIntersect, output) { + if (typeof output === "undefined") { output = new Rectangle(); } + if(this.intersects(toIntersect) === true) { + output.x = Math.max(toIntersect.x, this.x); + output.y = Math.max(toIntersect.y, this.y); + output.width = Math.min(toIntersect.right, this.right) - output.x; + output.height = Math.min(toIntersect.bottom, this.bottom) - output.y; + } + return output; + }; + Rectangle.prototype.intersects = /** + * Determines whether the object specified in the toIntersect parameter intersects with this Rectangle object. This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. + * @method intersects + * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. + * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. + **/ + function (toIntersect) { + if(toIntersect.x >= this.right) { + return false; + } + if(toIntersect.right <= this.x) { + return false; + } + if(toIntersect.bottom <= this.y) { + return false; + } + if(toIntersect.y >= this.bottom) { + return false; + } + return true; + }; + Rectangle.prototype.overlap = /** + * Checks for overlaps between this Rectangle and the given Rectangle. Returns an object with boolean values for each check. + * @method overlap + * @return {Boolean} true if the rectangles overlap, otherwise false + **/ + function (rect) { + return (rect.x + rect.width > this.x) && (rect.x < this.x + this.width) && (rect.y + rect.height > this.y) && (rect.y < this.y + this.height); + }; + Object.defineProperty(Rectangle.prototype, "isEmpty", { + get: /** + * Determines whether or not this Rectangle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. + **/ + function () { + if(this.width < 1 || this.height < 1) { + return true; + } + return false; + }, + enumerable: true, + configurable: true + }); + Rectangle.prototype.offset = /** + * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Rectangle object by this amount. + * @param {Number} dy Moves the y value of the Rectangle object by this amount. + * @return {Rectangle} This Rectangle object. + **/ + function (dx, dy) { + if(!isNaN(dx) && !isNaN(dy)) { + this.x += dx; + this.y += dy; + } + return this; + }; + Rectangle.prototype.offsetPoint = /** + * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + function (point) { + return this.offset(point.x, point.y); + }; + Rectangle.prototype.setEmpty = /** + * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. + * @method setEmpty + * @return {Rectangle} This rectangle object + **/ + function () { + return this.setTo(0, 0, 0, 0); + }; + Rectangle.prototype.setTo = /** + * Sets the members of Rectangle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + function (x, y, width, height) { + if(!isNaN(x) && !isNaN(y) && !isNaN(width) && !isNaN(height)) { + this.x = x; + this.y = y; + if(width > 0) { + this.width = width; + } + if(height > 0) { + this.height = height; + } + } + return this; + }; + Rectangle.prototype.union = /** + * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. + * @method union + * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that is the union of the two rectangles. + **/ + function (toUnion, output) { + if (typeof output === "undefined") { output = new Rectangle(); } + return output.setTo(Math.min(toUnion.x, this.x), Math.min(toUnion.y, this.y), Math.max(toUnion.right, this.right), Math.max(toUnion.bottom, this.bottom)); + }; + Rectangle.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; + }; + return Rectangle; + })(); + Phaser.Rectangle = Rectangle; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Geom - Circle +* +* @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. +* +* @version 1.1 - 11th October 2012 +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var Circle = (function () { + /** + * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. + * @class Circle + * @constructor + * @param {Number} x The x coordinate of the center of the circle. + * @param {Number} y The y coordinate of the center of the circle. + * @return {Circle} This circle object + **/ + function Circle(x, y, diameter) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof diameter === "undefined") { diameter = 0; } + this._diameter = 0; + this._radius = 0; + /** + * The x coordinate of the center of the circle + * @property x + * @type Number + **/ + this.x = 0; + /** + * The y coordinate of the center of the circle + * @property y + * @type Number + **/ + this.y = 0; + this.setTo(x, y, diameter); + } + Object.defineProperty(Circle.prototype, "diameter", { + get: /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @return {Number} + **/ + function () { + return this._diameter; + }, + set: /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @param {Number} The diameter of the circle. + **/ + function (value) { + if(value > 0) { + this._diameter = value; + this._radius = value * 0.5; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "radius", { + get: /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @return {Number} + **/ + function () { + return this._radius; + }, + set: /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @param {Number} The radius of the circle. + **/ + function (value) { + if(value > 0) { + this._radius = value; + this._diameter = value * 2; + } + }, + enumerable: true, + configurable: true + }); + Circle.prototype.circumference = /** + * The circumference of the circle. + * @method circumference + * @return {Number} + **/ + function () { + return 2 * (Math.PI * this._radius); + }; + Object.defineProperty(Circle.prototype, "bottom", { + get: /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + function () { + return this.y + this._radius; + }, + set: /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The value to adjust the height of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value < this.y) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = value - this.y; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "left", { + get: /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @return {Number} The x coordinate of the leftmost point of the circle. + **/ + function () { + return this.x - this._radius; + }, + set: /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @param {Number} The value to adjust the position of the leftmost point of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value < this.x) { + this.radius = this.x - value; + } else { + this._radius = 0; + this._diameter = 0; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "right", { + get: /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @return {Number} + **/ + function () { + return this.x + this._radius; + }, + set: /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @param {Number} The amount to adjust the diameter of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value > this.x) { + this.radius = value - this.x; + } else { + this._radius = 0; + this._diameter = 0; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "top", { + get: /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + function () { + return this.y - this._radius; + }, + set: /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The amount to adjust the height of the circle by. + **/ + function (value) { + if(!isNaN(value)) { + if(value > this.y) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = this.y - value; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "area", { + get: /** + * Gets the area of this Circle. + * @method area + * @return {Number} This area of this circle. + **/ + function () { + if(this._radius > 0) { + return Math.PI * this._radius * this._radius; + } else { + return 0; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "isEmpty", { + get: /** + * Determines whether or not this Circle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. + **/ + function () { + if(this._diameter < 1) { + return true; + } + return false; + }, + enumerable: true, + configurable: true + }); + Circle.prototype.intersectCircleLine = /** + * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. + * If you need details about the intersection then use Collision.lineToCircle instead. + * @method intersectCircleLine + * @param {Object} the line object to check. + * @return {Boolean} + **/ + function (line) { + return Phaser.Collision.lineToCircle(line, this).result; + }; + Circle.prototype.clone = /** + * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. + * @method clone + * @param {Circle} output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. + * @return {Phaser.Circle} + **/ + function (output) { + if (typeof output === "undefined") { output = new Circle(); } + return output.setTo(this.x, this.y, this._diameter); + }; + Circle.prototype.contains = /** + * Return true if the given x/y coordinates are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method contains + * @param {Number} The X value of the coordinate to test. + * @param {Number} The Y value of the coordinate to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function (x, y) { + return Phaser.Collision.circleContainsPoint(this, { + x: x, + y: y + }).result; + }; + Circle.prototype.containsPoint = /** + * Return true if the coordinates of the given Point object are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method containsPoint + * @param {Phaser.Point} The Point object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function (point) { + return Phaser.Collision.circleContainsPoint(this, point).result; + }; + Circle.prototype.containsCircle = /** + * Return true if the given Circle is contained entirely within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. + * @method containsCircle + * @param {Phaser.Circle} The Circle object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function (circle) { + return Phaser.Collision.circleToCircle(this, circle).result; + }; + Circle.prototype.copyFrom = /** + * Copies all of circle data from the source Circle object into the calling Circle object. + * @method copyFrom + * @param {Circle} rect The source circle object to copy from + * @return {Circle} This circle object + **/ + function (source) { + return this.setTo(source.x, source.y, source.diameter); + }; + Circle.prototype.copyTo = /** + * Copies all of circle data from this Circle object into the destination Circle object. + * @method copyTo + * @param {Circle} circle The destination circle object to copy in to + * @return {Circle} The destination circle object + **/ + function (target) { + return target.copyFrom(this); + }; + Circle.prototype.distanceTo = /** + * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) + * @method distanceFrom + * @param {Circle/Point} target - The destination Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + function (target, round) { + if (typeof round === "undefined") { round = false; } + var dx = this.x - target.x; + var dy = this.y - target.y; + if(round === true) { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } else { + return Math.sqrt(dx * dx + dy * dy); + } + }; + Circle.prototype.equals = /** + * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. + * @method equals + * @param {Circle} toCompare The circle to compare to this Circle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. + **/ + function (toCompare) { + if(this.x === toCompare.x && this.y === toCompare.y && this.diameter === toCompare.diameter) { + return true; + } + return false; + }; + Circle.prototype.intersects = /** + * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. + * @method intersects + * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. + * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. + **/ + function (toIntersect) { + if(this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) { + return true; + } + return false; + }; + Circle.prototype.circumferencePoint = /** + * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. + * @method circumferencePoint + * @param {Number} The angle in radians (unless asDegrees is true) to return the point from. + * @param {Boolean} Is the given angle in radians (false) or degrees (true)? + * @param {Phaser.Point} An optional Point object to put the result in to. If none specified a new Point object will be created. + * @return {Phaser.Point} The Point object holding the result. + **/ + function (angle, asDegrees, output) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + if (typeof output === "undefined") { output = new Phaser.Point(); } + if(asDegrees === true) { + angle = angle * Phaser.GameMath.DEG_TO_RAD; + } + output.x = this.x + this._radius * Math.cos(angle); + output.y = this.y + this._radius * Math.sin(angle); + return output; + }; + Circle.prototype.offset = /** + * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Circle object by this amount. + * @param {Number} dy Moves the y value of the Circle object by this amount. + * @return {Circle} This Circle object. + **/ + function (dx, dy) { + if(!isNaN(dx) && !isNaN(dy)) { + this.x += dx; + this.y += dy; + } + return this; + }; + Circle.prototype.offsetPoint = /** + * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Circle object. + * @return {Circle} This Circle object. + **/ + function (point) { + return this.offset(point.x, point.y); + }; + Circle.prototype.setTo = /** + * Sets the members of Circle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the center of the circle. + * @param {Number} y The y coordinate of the center of the circle. + * @param {Number} diameter The diameter of the circle in pixels. + * @return {Circle} This circle object + **/ + function (x, y, diameter) { + this.x = x; + this.y = y; + this._diameter = diameter; + this._radius = diameter * 0.5; + return this; + }; + Circle.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; + }; + return Circle; + })(); + Phaser.Circle = Circle; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Geom - Line +* +* @desc A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment. +* +* @version 1.0 - 11th October 2012 +* @author Ross Kettle +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var Line = (function () { + /** + * + * @constructor + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} This Object + */ + function Line(x1, y1, x2, y2) { + if (typeof x1 === "undefined") { x1 = 0; } + if (typeof y1 === "undefined") { y1 = 0; } + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + /** + * + * @property x1 + * @type Number + */ + this.x1 = 0; + /** + * + * @property y1 + * @type Number + */ + this.y1 = 0; + /** + * + * @property x2 + * @type Number + */ + this.x2 = 0; + /** + * + * @property y2 + * @type Number + */ + this.y2 = 0; + this.setTo(x1, y1, x2, y2); + } + Line.prototype.clone = /** + * + * @method clone + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + function (output) { + if (typeof output === "undefined") { output = new Line(); } + return output.setTo(this.x1, this.y1, this.x2, this.y2); + }; + Line.prototype.copyFrom = /** + * + * @method copyFrom + * @param {Phaser.Line} source + * @return {Phaser.Line} + */ + function (source) { + return this.setTo(source.x1, source.y1, source.x2, source.y2); + }; + Line.prototype.copyTo = /** + * + * @method copyTo + * @param {Phaser.Line} target + * @return {Phaser.Line} + */ + function (target) { + return target.copyFrom(this); + }; + Line.prototype.setTo = /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} + */ + function (x1, y1, x2, y2) { + if (typeof x1 === "undefined") { x1 = 0; } + if (typeof y1 === "undefined") { y1 = 0; } + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + return this; + }; + Object.defineProperty(Line.prototype, "width", { + get: function () { + return Math.max(this.x1, this.x2) - Math.min(this.x1, this.x2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "height", { + get: function () { + return Math.max(this.y1, this.y2) - Math.min(this.y1, this.y2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "length", { + get: /** + * + * @method length + * @return {Number} + */ + function () { + return Math.sqrt((this.x2 - this.x1) * (this.x2 - this.x1) + (this.y2 - this.y1) * (this.y2 - this.y1)); + }, + enumerable: true, + configurable: true + }); + Line.prototype.getY = /** + * + * @method getY + * @param {Number} x + * @return {Number} + */ + function (x) { + return this.slope * x + this.yIntercept; + }; + Object.defineProperty(Line.prototype, "angle", { + get: /** + * + * @method angle + * @return {Number} + */ + function () { + return Math.atan2(this.x2 - this.x1, this.y2 - this.y1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "slope", { + get: /** + * + * @method slope + * @return {Number} + */ + function () { + return (this.y2 - this.y1) / (this.x2 - this.x1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "perpSlope", { + get: /** + * + * @method perpSlope + * @return {Number} + */ + function () { + return -((this.x2 - this.x1) / (this.y2 - this.y1)); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "yIntercept", { + get: /** + * + * @method yIntercept + * @return {Number} + */ + function () { + return (this.y1 - this.slope * this.x1); + }, + enumerable: true, + configurable: true + }); + Line.prototype.isPointOnLine = /** + * + * @method isPointOnLine + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + function (x, y) { + if((x - this.x1) * (this.y2 - this.y1) === (this.x2 - this.x1) * (y - this.y1)) { + return true; + } else { + return false; + } + }; + Line.prototype.isPointOnLineSegment = /** + * + * @method isPointOnLineSegment + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + function (x, y) { + var xMin = Math.min(this.x1, this.x2); + var xMax = Math.max(this.x1, this.x2); + var yMin = Math.min(this.y1, this.y2); + var yMax = Math.max(this.y1, this.y2); + if(this.isPointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)) { + return true; + } else { + return false; + } + }; + Line.prototype.intersectLineLine = /** + * + * @method intersectLineLine + * @param {Any} line + * @return {Any} + */ + function (line) { + //return Phaser.intersectLineLine(this,line); + }; + Line.prototype.perp = /** + * + * @method perp + * @param {Number} x + * @param {Number} y + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + function (x, y, output) { + if(this.y1 === this.y2) { + if(output) { + output.setTo(x, y, x, this.y1); + } else { + return new Line(x, y, x, this.y1); + } + } + var yInt = (y - this.perpSlope * x); + var pt = this.intersectLineLine({ + x1: x, + y1: y, + x2: 0, + y2: yInt + }); + if(output) { + output.setTo(x, y, pt.x, pt.y); + } else { + return new Line(x, y, pt.x, pt.y); + } + }; + Line.prototype.toString = /* + intersectLineCircle (circle:Circle) + { + var perp = this.perp() + return Phaser.intersectLineCircle(this,circle); + + } + */ + /** + * + * @method toString + * @return {String} + */ + function () { + return "[{Line (x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " y2=" + this.y2 + ")}]"; + }; + return Line; + })(); + Phaser.Line = Line; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Geom - IntersectResult +* +* @desc A light-weight result object to hold the results of an intersection +* +* @version 1.0 - 15th October 2012 +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var IntersectResult = (function () { + function IntersectResult() { + /** + * Did they intersect or not? + * @property result + * @type Boolean + */ + this.result = false; + } + IntersectResult.prototype.setTo = /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} [x2] + * @param {Number} [y2] + * @param {Number} [width] + * @param {Number} [height] + */ + function (x1, y1, x2, y2, width, height) { + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + this.x = x1; + this.y = y1; + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + this.width = width; + this.height = height; + }; + return IntersectResult; + })(); + Phaser.IntersectResult = IntersectResult; +})(Phaser || (Phaser = {})); +/// +/** +* A miniature linked list class. +* Useful for optimizing time-critical or highly repetitive tasks! +* See QuadTree for how to use it, IF YOU DARE. +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var LinkedList = (function () { + /** + * Creates a new link, and sets object and next to null. + */ + function LinkedList() { + this.object = null; + this.next = null; + } + LinkedList.prototype.destroy = /** + * Clean up memory. + */ + function () { + this.object = null; + if(this.next != null) { + this.next.destroy(); + } + this.next = null; + }; + return LinkedList; + })(); + Phaser.LinkedList = LinkedList; +})(Phaser || (Phaser = {})); +/// +/// +/** +* A fairly generic quad tree structure for rapid overlap checks. +* QuadTree is also configured for single or dual list operation. +* You can add items either to its A list or its B list. +* When you do an overlap check, you can compare the A list to itself, +* or the A list against the B list. Handy for different things! +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var QuadTree = (function (_super) { + __extends(QuadTree, _super); + /** + * Instantiate a new Quad Tree node. + * + * @param X The X-coordinate of the point in space. + * @param Y The Y-coordinate of the point in space. + * @param Width Desired width of this node. + * @param Height Desired height of this node. + * @param Parent The parent branch or node. Pass null to create a root. + */ + function QuadTree(X, Y, Width, Height, Parent) { + if (typeof Parent === "undefined") { Parent = null; } + _super.call(this, X, Y, Width, Height); + //console.log('-------- QuadTree',X,Y,Width,Height); + this._headA = this._tailA = new Phaser.LinkedList(); + this._headB = this._tailB = new Phaser.LinkedList(); + //Copy the parent's children (if there are any) + if(Parent != null) { + //console.log('Parent not null'); + var iterator; + var ot; + if(Parent._headA.object != null) { + iterator = Parent._headA; + //console.log('iterator set to parent headA'); + while(iterator != null) { + if(this._tailA.object != null) { + ot = this._tailA; + this._tailA = new Phaser.LinkedList(); + ot.next = this._tailA; + } + this._tailA.object = iterator.object; + iterator = iterator.next; + } + } + if(Parent._headB.object != null) { + iterator = Parent._headB; + //console.log('iterator set to parent headB'); + while(iterator != null) { + if(this._tailB.object != null) { + ot = this._tailB; + this._tailB = new Phaser.LinkedList(); + ot.next = this._tailB; + } + this._tailB.object = iterator.object; + iterator = iterator.next; + } + } + } else { + QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); + } + this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); + //console.log('canSubdivided', this._canSubdivide); + //Set up comparison/sort helpers + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + this._leftEdge = this.x; + this._rightEdge = this.x + this.width; + this._halfWidth = this.width / 2; + this._midpointX = this._leftEdge + this._halfWidth; + this._topEdge = this.y; + this._bottomEdge = this.y + this.height; + this._halfHeight = this.height / 2; + this._midpointY = this._topEdge + this._halfHeight; + } + QuadTree.A_LIST = 0; + QuadTree.B_LIST = 1; + QuadTree.prototype.destroy = /** + * Clean up memory. + */ + function () { + this._tailA.destroy(); + this._tailB.destroy(); + this._headA.destroy(); + this._headB.destroy(); + this._tailA = null; + this._tailB = null; + this._headA = null; + this._headB = null; + if(this._northWestTree != null) { + this._northWestTree.destroy(); + } + if(this._northEastTree != null) { + this._northEastTree.destroy(); + } + if(this._southEastTree != null) { + this._southEastTree.destroy(); + } + if(this._southWestTree != null) { + this._southWestTree.destroy(); + } + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + QuadTree._object = null; + QuadTree._processingCallback = null; + QuadTree._notifyCallback = null; + }; + QuadTree.prototype.load = /** + * Load objects and/or groups into the quad tree, and register notify and processing callbacks. + * + * @param ObjectOrGroup1 Any object that is or extends GameObject or Group. + * @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. + * @param NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true. + * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate(). + */ + function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } + //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2); + this.add(ObjectOrGroup1, QuadTree.A_LIST); + if(ObjectOrGroup2 != null) { + this.add(ObjectOrGroup2, QuadTree.B_LIST); + QuadTree._useBothLists = true; + } else { + QuadTree._useBothLists = false; + } + QuadTree._notifyCallback = NotifyCallback; + QuadTree._processingCallback = ProcessCallback; + //console.log('use both', QuadTree._useBothLists); + //console.log('------------ end of load'); + }; + QuadTree.prototype.add = /** + * Call this function to add an object to the root of the tree. + * This function will recursively add all group members, but + * not the groups themselves. + * + * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. + * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. + */ + function (ObjectOrGroup, List) { + QuadTree._list = List; + if(ObjectOrGroup.isGroup == true) { + var i = 0; + var basic; + var members = ObjectOrGroup['members']; + var l = ObjectOrGroup['length']; + while(i < l) { + basic = members[i++]; + if((basic != null) && basic.exists) { + if(basic.isGroup) { + this.add(basic, List); + } else { + QuadTree._object = basic; + if(QuadTree._object.exists && QuadTree._object.allowCollisions) { + QuadTree._objectLeftEdge = QuadTree._object.x; + QuadTree._objectTopEdge = QuadTree._object.y; + QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; + QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; + this.addObject(); + } + } + } + } + } else { + QuadTree._object = ObjectOrGroup; + //console.log('add - not group:', ObjectOrGroup.name); + if(QuadTree._object.exists && QuadTree._object.allowCollisions) { + QuadTree._objectLeftEdge = QuadTree._object.x; + QuadTree._objectTopEdge = QuadTree._object.y; + QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; + QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; + //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge); + this.addObject(); + } + } + }; + QuadTree.prototype.addObject = /** + * Internal function for recursively navigating and creating the tree + * while adding objects to the appropriate nodes. + */ + function () { + //console.log('addObject'); + //If this quad (not its children) lies entirely inside this object, add it here + if(!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) { + //console.log('add To List'); + this.addToList(); + return; + } + //See if the selected object fits completely inside any of the quadrants + if((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) { + if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { + //console.log('Adding NW tree'); + if(this._northWestTree == null) { + this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northWestTree.addObject(); + return; + } + if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { + //console.log('Adding SW tree'); + if(this._southWestTree == null) { + this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southWestTree.addObject(); + return; + } + } + if((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) { + if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { + //console.log('Adding NE tree'); + if(this._northEastTree == null) { + this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northEastTree.addObject(); + return; + } + if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { + //console.log('Adding SE tree'); + if(this._southEastTree == null) { + this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southEastTree.addObject(); + return; + } + } + //If it wasn't completely contained we have to check out the partial overlaps + if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { + if(this._northWestTree == null) { + this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + } + //console.log('added to north west partial tree'); + this._northWestTree.addObject(); + } + if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { + if(this._northEastTree == null) { + this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + } + //console.log('added to north east partial tree'); + this._northEastTree.addObject(); + } + if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { + if(this._southEastTree == null) { + this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + } + //console.log('added to south east partial tree'); + this._southEastTree.addObject(); + } + if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { + if(this._southWestTree == null) { + this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + //console.log('added to south west partial tree'); + this._southWestTree.addObject(); + } + }; + QuadTree.prototype.addToList = /** + * Internal function for recursively adding objects to leaf lists. + */ + function () { + //console.log('Adding to List'); + var ot; + if(QuadTree._list == QuadTree.A_LIST) { + //console.log('A LIST'); + if(this._tailA.object != null) { + ot = this._tailA; + this._tailA = new Phaser.LinkedList(); + ot.next = this._tailA; + } + this._tailA.object = QuadTree._object; + } else { + //console.log('B LIST'); + if(this._tailB.object != null) { + ot = this._tailB; + this._tailB = new Phaser.LinkedList(); + ot.next = this._tailB; + } + this._tailB.object = QuadTree._object; + } + if(!this._canSubdivide) { + return; + } + if(this._northWestTree != null) { + this._northWestTree.addToList(); + } + if(this._northEastTree != null) { + this._northEastTree.addToList(); + } + if(this._southEastTree != null) { + this._southEastTree.addToList(); + } + if(this._southWestTree != null) { + this._southWestTree.addToList(); + } + }; + QuadTree.prototype.execute = /** + * QuadTree's other main function. Call this after adding objects + * using QuadTree.load() to compare the objects that you loaded. + * + * @return Whether or not any overlaps were found. + */ + function () { + //console.log('quadtree execute'); + var overlapProcessed = false; + var iterator; + if(this._headA.object != null) { + //console.log('---------------------------------------------------'); + //console.log('headA iterator'); + iterator = this._headA; + while(iterator != null) { + QuadTree._object = iterator.object; + if(QuadTree._useBothLists) { + QuadTree._iterator = this._headB; + } else { + QuadTree._iterator = iterator.next; + } + if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { + //console.log('headA iterator overlapped true'); + overlapProcessed = true; + } + iterator = iterator.next; + } + } + //Advance through the tree by calling overlap on each child + if((this._northWestTree != null) && this._northWestTree.execute()) { + //console.log('NW quadtree execute'); + overlapProcessed = true; + } + if((this._northEastTree != null) && this._northEastTree.execute()) { + //console.log('NE quadtree execute'); + overlapProcessed = true; + } + if((this._southEastTree != null) && this._southEastTree.execute()) { + //console.log('SE quadtree execute'); + overlapProcessed = true; + } + if((this._southWestTree != null) && this._southWestTree.execute()) { + //console.log('SW quadtree execute'); + overlapProcessed = true; + } + return overlapProcessed; + }; + QuadTree.prototype.overlapNode = /** + * An private for comparing an object against the contents of a node. + * + * @return Whether or not any overlaps were found. + */ + function () { + //console.log('overlapNode'); + //Walk the list and check for overlaps + var overlapProcessed = false; + var checkObject; + while(QuadTree._iterator != null) { + if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) { + //console.log('break 1'); + break; + } + checkObject = QuadTree._iterator.object; + if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { + //console.log('break 2'); + QuadTree._iterator = QuadTree._iterator.next; + continue; + } + //calculate bulk hull for QuadTree._object + QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x; + QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y; + QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x; + QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth); + QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y; + QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight); + //calculate bulk hull for checkObject + QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x; + QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y; + QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x; + QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth); + QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y; + QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight); + //check for intersection of the two hulls + if((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) { + //console.log('intersection!'); + //Execute callback functions if they exist + if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) { + overlapProcessed = true; + } + if(overlapProcessed && (QuadTree._notifyCallback != null)) { + QuadTree._notifyCallback(QuadTree._object, checkObject); + } + } + QuadTree._iterator = QuadTree._iterator.next; + } + return overlapProcessed; + }; + return QuadTree; + })(Phaser.Rectangle); + Phaser.QuadTree = QuadTree; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser - Collision +*/ +var Phaser; +(function (Phaser) { + var Collision = (function () { + function Collision(game) { + this._game = game; + } + Collision.LEFT = 0x0001; + Collision.RIGHT = 0x0010; + Collision.UP = 0x0100; + Collision.DOWN = 0x1000; + Collision.NONE = 0; + Collision.CEILING = Collision.UP; + Collision.FLOOR = Collision.DOWN; + Collision.WALL = Collision.LEFT | Collision.RIGHT; + Collision.ANY = Collision.LEFT | Collision.RIGHT | Collision.UP | Collision.DOWN; + Collision.OVERLAP_BIAS = 4; + Collision.lineToLine = /** + * ------------------------------------------------------------------------------------------- + * Lines + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if the two given Line objects intersect + * @method lineToLine + * @param {Phaser.Line} The first line object to check + * @param {Phaser.Line} The second line object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToLine(line1, line2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2); + if(denom !== 0) { + output.result = true; + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; + } + return output; + }; + Collision.lineToLineSegment = /** + * Check if the Line and Line Segment intersects + * @method lineToLineSegment + * @param {Phaser.Line} The line object to check + * @param {Phaser.Line} The line segment object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToLineSegment(line1, seg, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line1.x1 - line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 - seg.x2); + if(denom !== 0) { + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.x1 - seg.x2) - (line1.x1 - line1.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; + var maxX = Math.max(seg.x1, seg.x2); + var minX = Math.min(seg.x1, seg.x2); + var maxY = Math.max(seg.y1, seg.y2); + var minY = Math.min(seg.y1, seg.y2); + //if (!(output.x <= maxX && output.x >= minX) || !(output.y <= maxY && output.y >= minY)) + if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { + output.result = true; + } + } + return output; + }; + Collision.lineToRawSegment = /** + * Check if the Line and Line Segment intersects + * @method lineToLineSegment + * @param {Phaser.Line} The line object to check + * @param {number} The x1 value + * @param {number} The y1 value + * @param {number} The x2 value + * @param {number} The y2 value + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToRawSegment(line, x1, y1, x2, y2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2); + if(denom !== 0) { + output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denom; + output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denom; + var maxX = Math.max(x1, x2); + var minX = Math.min(x1, x2); + var maxY = Math.max(y1, y2); + var minY = Math.min(y1, y2); + if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { + output.result = true; + } + } + return output; + }; + Collision.lineToRay = /** + * Check if the Line and Ray intersects + * @method lineToRay + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Line} The Ray object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineToRay(line1, ray, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denom = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2); + if(denom !== 0) { + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; + output.result = true// true unless either of the 2 following conditions are met + ; + if(!(ray.x1 >= ray.x2) && output.x < ray.x1) { + output.result = false; + } + if(!(ray.y1 >= ray.y2) && output.y < ray.y1) { + output.result = false; + } + } + return output; + }; + Collision.lineToCircle = /** + * Check if the Line and Circle intersects + * @method lineToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function lineToCircle(line, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Get a perpendicular line running to the center of the circle + if(line.perp(circle.x, circle.y).length <= circle.radius) { + output.result = true; + } + return output; + }; + Collision.lineToRectangle = /** + * Check if the Line intersects each side of the Rectangle + * @method lineToRectangle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Rectangle} The Rectangle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function lineToRectangle(line, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Top of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output); + if(output.result === true) { + return output; + } + // Left of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output); + if(output.result === true) { + return output; + } + // Bottom of the Rectangle vs the Line + this.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Right of the Rectangle vs the Line + this.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output); + return output; + }; + Collision.lineSegmentToLineSegment = /** + * ------------------------------------------------------------------------------------------- + * Line Segment + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if Line1 intersects with Line2 + * @method lineSegmentToLineSegment + * @param {Phaser.Line} The first line object to check + * @param {Phaser.Line} The second line object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToLineSegment(line1, line2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + this.lineToLineSegment(line1, line2, output); + if(output.result === true) { + if(!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { + output.result = false; + } + } + return output; + }; + Collision.lineSegmentToRay = /** + * Check if the Line Segment intersects with the Ray + * @method lineSegmentToRay + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Line} The Line Ray object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToRay(line1, ray, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + this.lineToRay(line1, ray, output); + if(output.result === true) { + if(!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { + output.result = false; + } + } + return output; + }; + Collision.lineSegmentToCircle = /** + * Check if the Line Segment intersects with the Circle + * @method lineSegmentToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToCircle(seg, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var perp = seg.perp(circle.x, circle.y); + if(perp.length <= circle.radius) { + // Line intersects circle - check if segment does + var maxX = Math.max(seg.x1, seg.x2); + var minX = Math.min(seg.x1, seg.x2); + var maxY = Math.max(seg.y1, seg.y2); + var minY = Math.min(seg.y1, seg.y2); + if((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY)) { + output.result = true; + } else { + // Worst case - segment doesn't traverse center, so no perpendicular connection. + if(this.circleContainsPoint(circle, { + x: seg.x1, + y: seg.y1 + }) || this.circleContainsPoint(circle, { + x: seg.x2, + y: seg.y2 + })) { + output.result = true; + } + } + } + return output; + }; + Collision.lineSegmentToRectangle = /** + * Check if the Line Segment intersects with the Rectangle + * @method lineSegmentToCircle + * @param {Phaser.Line} The Line object to check + * @param {Phaser.Circle} The Circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y + **/ + function lineSegmentToRectangle(seg, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + if(rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2)) { + output.result = true; + } else { + // Top of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Left of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output); + if(output.result === true) { + return output; + } + // Bottom of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Right of the Rectangle vs the Line + this.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output); + return output; + } + return output; + }; + Collision.rayToRectangle = /** + * ------------------------------------------------------------------------------------------- + * Ray + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if the two given Circle objects intersect + * @method circleToCircle + * @param {Phaser.Circle} The first circle object to check + * @param {Phaser.Circle} The second circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function rayToRectangle(ray, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Currently just finds first intersection - might not be closest to ray pt1 + this.lineToRectangle(ray, rect, output); + return output; + }; + Collision.rayToLineSegment = /** + * Check whether a ray intersects a line segment, returns the parametric value where the intersection occurs. + * @method rayToLineSegment + * @static + * @param {Number} rayx1. The origin x of the ray. + * @param {Number} rayy1. The origin y of the ray. + * @param {Number} rayx2. The direction x of the ray. + * @param {Number} rayy2. The direction y of the ray. + * @param {Number} linex1. The x of the first point of the line segment. + * @param {Number} liney1. The y of the first point of the line segment. + * @param {Number} linex2. The x of the second point of the line segment. + * @param {Number} liney2. The y of the second point of the line segment. + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection stored in x + **/ + function rayToLineSegment(rayx1, rayy1, rayx2, rayy2, linex1, liney1, linex2, liney2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var r, s, d; + // Check lines are not parallel + if((rayy2 - rayy1) / (rayx2 - rayx1) != (liney2 - liney1) / (linex2 - linex1)) { + d = (((rayx2 - rayx1) * (liney2 - liney1)) - (rayy2 - rayy1) * (linex2 - linex1)); + if(d != 0) { + r = (((rayy1 - liney1) * (linex2 - linex1)) - (rayx1 - linex1) * (liney2 - liney1)) / d; + s = (((rayy1 - liney1) * (rayx2 - rayx1)) - (rayx1 - linex1) * (rayy2 - rayy1)) / d; + if(r >= 0) { + if(s >= 0 && s <= 1) { + output.result = true; + output.x = rayx1 + r * (rayx2 - rayx1) , rayy1 + r * (rayy2 - rayy1); + } + } + } + } + return output; + }; + Collision.pointToRectangle = /** + * ------------------------------------------------------------------------------------------- + * Rectangles + * ------------------------------------------------------------------------------------------- + **/ + /** + * Determines whether the specified point is contained within the rectangular region defined by the Rectangle object. + * @method pointToRectangle + * @param {Point} point The point object being checked. + * @param {Rectangle} rect The rectangle object being checked. + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/result + **/ + function pointToRectangle(point, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.setTo(point.x, point.y); + output.result = rect.containsPoint(point); + return output; + }; + Collision.rectangleToRectangle = /** + * Check whether two axis aligned rectangles intersect. Return the intersecting rectangle dimensions if they do. + * @method rectangleToRectangle + * @param {Phaser.Rectangle} The first Rectangle object + * @param {Phaser.Rectangle} The second Rectangle object + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/width/height + **/ + function rectangleToRectangle(rect1, rect2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var leftX = Math.max(rect1.x, rect2.x); + var rightX = Math.min(rect1.right, rect2.right); + var topY = Math.max(rect1.y, rect2.y); + var bottomY = Math.min(rect1.bottom, rect2.bottom); + output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY); + var cx = output.x + output.width * .5; + var cy = output.y + output.height * .5; + if((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom)) { + output.result = true; + } + return output; + }; + Collision.rectangleToCircle = function rectangleToCircle(rect, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + return this.circleToRectangle(circle, rect, output); + }; + Collision.circleToCircle = /** + * ------------------------------------------------------------------------------------------- + * Circle + * ------------------------------------------------------------------------------------------- + **/ + /** + * Check if the two given Circle objects intersect + * @method circleToCircle + * @param {Phaser.Circle} The first circle object to check + * @param {Phaser.Circle} The second circle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function circleToCircle(circle1, circle2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= this.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y); + return output; + }; + Collision.circleToRectangle = /** + * Check if the given Rectangle intersects with the given Circle + * @method circleToRectangle + * @param {Phaser.Circle} The circle object to check + * @param {Phaser.Rectangle} The Rectangle object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function circleToRectangle(circle, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var inflatedRect = rect.clone(); + inflatedRect.inflate(circle.radius, circle.radius); + output.result = inflatedRect.contains(circle.x, circle.y); + return output; + }; + Collision.circleContainsPoint = /** + * Check if the given Point is found within the given Circle + * @method circleContainsPoint + * @param {Phaser.Circle} The circle object to check + * @param {Phaser.Point} The point object to check + * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) + * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection + **/ + function circleContainsPoint(circle, point, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.result = circle.radius * circle.radius >= this.distanceSquared(circle.x, circle.y, point.x, point.y); + return output; + }; + Collision.prototype.overlap = /** + * ------------------------------------------------------------------------------------------- + * Game Object Collision + * ------------------------------------------------------------------------------------------- + **/ + /** + * Call this function to see if one GameObject overlaps another. + * Can be called with one object and one group, or two groups, or two objects, + * whatever floats your boat! For maximum performance try bundling a lot of objects + * together using a Group (or even bundling groups together!). + * + *

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

+ * + * @param ObjectOrGroup1 The first object or group you want to check. + * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first it knows to just do a comparison within that group. + * @param NotifyCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. + * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects! + * + * @return Whether any overlaps were detected. + */ + function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) { + if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + if (typeof ProcessCallback === "undefined") { ProcessCallback = null; } + if(ObjectOrGroup1 == null) { + ObjectOrGroup1 = this._game.world.group; + } + if(ObjectOrGroup2 == ObjectOrGroup1) { + ObjectOrGroup2 = null; + } + Phaser.QuadTree.divisions = this._game.world.worldDivisions; + var quadTree = new Phaser.QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); + quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback); + var result = quadTree.execute(); + quadTree.destroy(); + quadTree = null; + return result; + }; + Collision.separate = /** + * The main collision resolution in flixel. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated. + */ + function separate(Object1, Object2) { + var separatedX = Collision.separateX(Object1, Object2); + var separatedY = Collision.separateY(Object1, Object2); + return separatedX || separatedY; + }; + Collision.separateX = /** + * The X-axis component of the object separation process. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated along the X axis. + */ + function separateX(Object1, Object2) { + //can't separate two immovable objects + var obj1immovable = Object1.immovable; + var obj2immovable = Object2.immovable; + if(obj1immovable && obj2immovable) { + return false; + } + //If one of the objects is a tilemap, just pass it off. + /* + if (typeof Object1 === 'Tilemap') + { + return Object1.overlapsWithCallback(Object2, separateX); + } + + if (typeof Object2 === 'Tilemap') + { + return Object2.overlapsWithCallback(Object1, separateX, true); + } + */ + //First, get the two object deltas + var overlap = 0; + var obj1delta = Object1.x - Object1.last.x; + var obj2delta = Object2.x - Object2.last.x; + if(obj1delta != obj2delta) { + //Check if the X hulls actually overlap + var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; + var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; + var obj1rect = new Phaser.Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height); + var obj2rect = new Phaser.Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height); + if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { + var maxOverlap = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; + //If they did overlap (and can), figure out by how much and flip the corresponding flags + if(obj1delta > obj2delta) { + overlap = Object1.x + Object1.width - Object2.x; + if((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.RIGHT) || !(Object2.allowCollisions & Collision.LEFT)) { + overlap = 0; + } else { + Object1.touching |= Collision.RIGHT; + Object2.touching |= Collision.LEFT; + } + } else if(obj1delta < obj2delta) { + overlap = Object1.x - Object2.width - Object2.x; + if((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.LEFT) || !(Object2.allowCollisions & Collision.RIGHT)) { + overlap = 0; + } else { + Object1.touching |= Collision.LEFT; + Object2.touching |= Collision.RIGHT; + } + } + } + } + //Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + var obj1v = Object1.velocity.x; + var obj2v = Object2.velocity.x; + if(!obj1immovable && !obj2immovable) { + overlap *= 0.5; + Object1.x = Object1.x - overlap; + Object2.x += overlap; + var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); + var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); + var average = (obj1velocity + obj2velocity) * 0.5; + obj1velocity -= average; + obj2velocity -= average; + Object1.velocity.x = average + obj1velocity * Object1.elasticity; + Object2.velocity.x = average + obj2velocity * Object2.elasticity; + } else if(!obj1immovable) { + Object1.x = Object1.x - overlap; + Object1.velocity.x = obj2v - obj1v * Object1.elasticity; + } else if(!obj2immovable) { + Object2.x += overlap; + Object2.velocity.x = obj1v - obj2v * Object2.elasticity; + } + return true; + } else { + return false; + } + }; + Collision.separateY = /** + * The Y-axis component of the object separation process. + * + * @param Object1 Any Sprite. + * @param Object2 Any other Sprite. + * + * @return Whether the objects in fact touched and were separated along the Y axis. + */ + function separateY(Object1, Object2) { + //can't separate two immovable objects + var obj1immovable = Object1.immovable; + var obj2immovable = Object2.immovable; + if(obj1immovable && obj2immovable) { + return false; + } + //If one of the objects is a tilemap, just pass it off. + /* + if (typeof Object1 === 'Tilemap') + { + return Object1.overlapsWithCallback(Object2, separateY); + } + + if (typeof Object2 === 'Tilemap') + { + return Object2.overlapsWithCallback(Object1, separateY, true); + } + */ + //First, get the two object deltas + var overlap = 0; + var obj1delta = Object1.y - Object1.last.y; + var obj2delta = Object2.y - Object2.last.y; + if(obj1delta != obj2delta) { + //Check if the Y hulls actually overlap + var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta; + var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta; + var obj1rect = new Phaser.Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs); + var obj2rect = new Phaser.Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs); + if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { + var maxOverlap = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; + //If they did overlap (and can), figure out by how much and flip the corresponding flags + if(obj1delta > obj2delta) { + overlap = Object1.y + Object1.height - Object2.y; + if((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.DOWN) || !(Object2.allowCollisions & Collision.UP)) { + overlap = 0; + } else { + Object1.touching |= Collision.DOWN; + Object2.touching |= Collision.UP; + } + } else if(obj1delta < obj2delta) { + overlap = Object1.y - Object2.height - Object2.y; + if((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.UP) || !(Object2.allowCollisions & Collision.DOWN)) { + overlap = 0; + } else { + Object1.touching |= Collision.UP; + Object2.touching |= Collision.DOWN; + } + } + } + } + //Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + var obj1v = Object1.velocity.y; + var obj2v = Object2.velocity.y; + if(!obj1immovable && !obj2immovable) { + overlap *= 0.5; + Object1.y = Object1.y - overlap; + Object2.y += overlap; + var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); + var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); + var average = (obj1velocity + obj2velocity) * 0.5; + obj1velocity -= average; + obj2velocity -= average; + Object1.velocity.y = average + obj1velocity * Object1.elasticity; + Object2.velocity.y = average + obj2velocity * Object2.elasticity; + } else if(!obj1immovable) { + Object1.y = Object1.y - overlap; + Object1.velocity.y = obj2v - obj1v * Object1.elasticity; + //This is special case code that handles cases like horizontal moving platforms you can ride + if(Object2.active && Object2.moves && (obj1delta > obj2delta)) { + Object1.x += Object2.x - Object2.last.x; + } + } else if(!obj2immovable) { + Object2.y += overlap; + Object2.velocity.y = obj1v - obj2v * Object2.elasticity; + //This is special case code that handles cases like horizontal moving platforms you can ride + if(Object1.active && Object1.moves && (obj1delta < obj2delta)) { + Object2.x += Object1.x - Object1.last.x; + } + } + return true; + } else { + return false; + } + }; + Collision.distance = /** + * ------------------------------------------------------------------------------------------- + * Distance + * ------------------------------------------------------------------------------------------- + **/ + function distance(x1, y1, x2, y2) { + return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); + }; + Collision.distanceSquared = function distanceSquared(x1, y1, x2, y2) { + return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); + }; + return Collision; + })(); + Phaser.Collision = Collision; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var DynamicTexture = (function () { + function DynamicTexture(game, key, width, height) { + this._sx = 0; + this._sy = 0; + this._sw = 0; + this._sh = 0; + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this._game = game; + this.canvas = document.createElement('canvas'); + this.canvas.width = width; + this.canvas.height = height; + this.context = this.canvas.getContext('2d'); + this.bounds = new Phaser.Rectangle(0, 0, width, height); + } + DynamicTexture.prototype.getPixel = function (x, y) { + //r = imageData.data[0]; + //g = imageData.data[1]; + //b = imageData.data[2]; + //a = imageData.data[3]; + var imageData = this.context.getImageData(x, y, 1, 1); + return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); + }; + DynamicTexture.prototype.getPixel32 = function (x, y) { + var imageData = this.context.getImageData(x, y, 1, 1); + return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); + }; + DynamicTexture.prototype.getPixels = // Returns a CanvasPixelArray + function (rect) { + return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); + }; + DynamicTexture.prototype.setPixel = function (x, y, color) { + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); + }; + DynamicTexture.prototype.setPixel32 = function (x, y, color) { + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); + }; + DynamicTexture.prototype.setPixels = function (rect, input) { + this.context.putImageData(input, rect.x, rect.y); + }; + DynamicTexture.prototype.fillRect = function (rect, color) { + this.context.fillStyle = color; + this.context.fillRect(rect.x, rect.y, rect.width, rect.height); + }; + DynamicTexture.prototype.pasteImage = function (key, frame, destX, destY, destWidth, destHeight) { + if (typeof frame === "undefined") { frame = -1; } + if (typeof destX === "undefined") { destX = 0; } + if (typeof destY === "undefined") { destY = 0; } + if (typeof destWidth === "undefined") { destWidth = null; } + if (typeof destHeight === "undefined") { destHeight = null; } + var texture = null; + var frameData; + this._sx = 0; + this._sy = 0; + this._dx = destX; + this._dy = destY; + // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot + if(frame > -1) { + //if (this._game.cache.isSpriteSheet(key)) + //{ + // texture = this._game.cache.getImage(key); + //this.animations.loadFrameData(this._game.cache.getFrameData(key)); + //} + } else { + texture = this._game.cache.getImage(key); + this._sw = texture.width; + this._sh = texture.height; + this._dw = texture.width; + this._dh = texture.height; + } + if(destWidth !== null) { + this._dw = destWidth; + } + if(destHeight !== null) { + this._dh = destHeight; + } + if(texture != null) { + this.context.drawImage(texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } + }; + DynamicTexture.prototype.copyPixels = // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false + function (sourceTexture, sourceRect, destPoint) { + // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call + if(sourceRect.equals(this.bounds) == true) { + this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); + } else { + this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); + } + }; + DynamicTexture.prototype.clear = function () { + this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); + }; + Object.defineProperty(DynamicTexture.prototype, "width", { + get: function () { + return this.bounds.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(DynamicTexture.prototype, "height", { + get: function () { + return this.bounds.height; + }, + enumerable: true, + configurable: true + }); + DynamicTexture.prototype.getColor32 = /** + * Given an alpha and 3 color values this will return an integer representation of it + * + * @param alpha The Alpha value (between 0 and 255) + * @param red The Red channel value (between 0 and 255) + * @param green The Green channel value (between 0 and 255) + * @param blue The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xAARRGGBB) + */ + function (alpha, red, green, blue) { + return alpha << 24 | red << 16 | green << 8 | blue; + }; + DynamicTexture.prototype.getColor = /** + * Given 3 color values this will return an integer representation of it + * + * @param red The Red channel value (between 0 and 255) + * @param green The Green channel value (between 0 and 255) + * @param blue The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xRRGGBB) + */ + function (red, green, blue) { + return red << 16 | green << 8 | blue; + }; + return DynamicTexture; + })(); + Phaser.DynamicTexture = DynamicTexture; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - GameMath +* +* @desc Adds a set of extra Math functions and extends a few commonly used ones. +* Includes methods written by Dylan Engelman and Adam Saltsman. +* +* @version 1.0 - 17th March 2013 +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var GameMath = (function () { + function GameMath(game) { + //arbitrary 8 digit epsilon + this.cosTable = []; + this.sinTable = []; + /** + * The global random number generator seed (for deterministic behavior in recordings and saves). + */ + this.globalSeed = Math.random(); + this._game = game; + } + GameMath.PI = 3.141592653589793; + GameMath.PI_2 = 1.5707963267948965; + GameMath.PI_4 = 0.7853981633974483; + GameMath.PI_8 = 0.39269908169872413; + GameMath.PI_16 = 0.19634954084936206; + GameMath.TWO_PI = 6.283185307179586; + GameMath.THREE_PI_2 = 4.7123889803846895; + GameMath.E = 2.71828182845905; + GameMath.LN10 = 2.302585092994046; + GameMath.LN2 = 0.6931471805599453; + GameMath.LOG10E = 0.4342944819032518; + GameMath.LOG2E = 1.442695040888963387; + GameMath.SQRT1_2 = 0.7071067811865476; + GameMath.SQRT2 = 1.4142135623730951; + GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; + GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; + GameMath.B_16 = 65536; + GameMath.B_31 = 2147483648; + GameMath.B_32 = 4294967296; + GameMath.B_48 = 281474976710656; + GameMath.B_53 = 9007199254740992; + GameMath.B_64 = 18446744073709551616; + GameMath.ONE_THIRD = 0.333333333333333333333333333333333; + GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; + GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; + GameMath.COS_PI_3 = 0.86602540378443864676372317075294; + GameMath.SIN_2PI_3 = 0.03654595; + GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; + GameMath.ON = true; + GameMath.OFF = false; + GameMath.SHORT_EPSILON = 0.1; + GameMath.PERC_EPSILON = 0.001; + GameMath.EPSILON = 0.0001; + GameMath.LONG_EPSILON = 0.00000001; + GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Math.abs(a - b) < epsilon; + }; + GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return a < b + epsilon; + }; + GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return a > b - epsilon; + }; + GameMath.prototype.fuzzyCeil = function (val, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Math.ceil(val - epsilon); + }; + GameMath.prototype.fuzzyFloor = function (val, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Math.floor(val + epsilon); + }; + GameMath.prototype.average = function () { + var args = []; + for (var _i = 0; _i < (arguments.length - 0); _i++) { + args[_i] = arguments[_i + 0]; + } + var avg = 0; + for(var i = 0; i < args.length; i++) { + avg += args[i]; + } + return avg / args.length; + }; + GameMath.prototype.slam = function (value, target, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return (Math.abs(value - target) < epsilon) ? target : value; + }; + GameMath.prototype.percentageMinMax = /** + * ratio of value to a range + */ + function (val, max, min) { + if (typeof min === "undefined") { min = 0; } + val -= min; + max -= min; + if(!max) { + return 0; + } else { + return val / max; + } + }; + GameMath.prototype.sign = /** + * a value representing the sign of the value. + * -1 for negative, +1 for positive, 0 if value is 0 + */ + function (n) { + if(n) { + return n / Math.abs(n); + } else { + return 0; + } + }; + GameMath.prototype.truncate = function (n) { + return (n > 0) ? Math.floor(n) : Math.ceil(n); + }; + GameMath.prototype.shear = function (n) { + return n % 1; + }; + GameMath.prototype.wrap = /** + * wrap a value around a range, similar to modulus with a floating minimum + */ + function (val, max, min) { + if (typeof min === "undefined") { min = 0; } + val -= min; + max -= min; + if(max == 0) { + return min; + } + val %= max; + val += min; + while(val < min) { + val += max; + } + return val; + }; + GameMath.prototype.arithWrap = /** + * arithmetic version of wrap... need to decide which is more efficient + */ + function (value, max, min) { + if (typeof min === "undefined") { min = 0; } + max -= min; + if(max == 0) { + return min; + } + return value - max * Math.floor((value - min) / max); + }; + GameMath.prototype.clamp = /** + * force a value within the boundaries of two values + * + * if max < min, min is returned + */ + function (input, max, min) { + if (typeof min === "undefined") { min = 0; } + return Math.max(min, Math.min(max, input)); + }; + GameMath.prototype.snapTo = /** + * Snap a value to nearest grid slice, using rounding. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Math.round(input / gap); + return start + input; + }; + GameMath.prototype.snapToFloor = /** + * Snap a value to nearest grid slice, using floor. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Math.floor(input / gap); + return start + input; + }; + GameMath.prototype.snapToCeil = /** + * Snap a value to nearest grid slice, using ceil. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param start - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Math.ceil(input / gap); + return start + input; + }; + GameMath.prototype.snapToInArray = /** + * Snaps a value to the nearest value in an array. + */ + function (input, arr, sort) { + if (typeof sort === "undefined") { sort = true; } + if(sort) { + arr.sort(); + } + if(input < arr[0]) { + return arr[0]; + } + var i = 1; + while(arr[i] < input) { + i++; + } + var low = arr[i - 1]; + var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; + return ((high - input) <= (input - low)) ? high : low; + }; + GameMath.prototype.roundTo = /** + * roundTo some place comparative to a 'base', default is 10 for decimal place + * + * 'place' is represented by the power applied to 'base' to get that place + * + * @param value - the value to round + * @param place - the place to round to + * @param base - the base to round in... default is 10 for decimal + * + * e.g. + * + * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 + * + * roundTo(2000/7,3) == 0 + * roundTo(2000/7,2) == 300 + * roundTo(2000/7,1) == 290 + * roundTo(2000/7,0) == 286 + * roundTo(2000/7,-1) == 285.7 + * roundTo(2000/7,-2) == 285.71 + * roundTo(2000/7,-3) == 285.714 + * roundTo(2000/7,-4) == 285.7143 + * roundTo(2000/7,-5) == 285.71429 + * + * roundTo(2000/7,3,2) == 288 -- 100100000 + * roundTo(2000/7,2,2) == 284 -- 100011100 + * roundTo(2000/7,1,2) == 286 -- 100011110 + * roundTo(2000/7,0,2) == 286 -- 100011110 + * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 + * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 + * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 + * + * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed + * because we are rounding 100011.1011011011011011 which rounds up. + */ + function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Math.pow(base, -place); + return Math.round(value * p) / p; + }; + GameMath.prototype.floorTo = function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Math.pow(base, -place); + return Math.floor(value * p) / p; + }; + GameMath.prototype.ceilTo = function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Math.pow(base, -place); + return Math.ceil(value * p) / p; + }; + GameMath.prototype.interpolateFloat = /** + * a one dimensional linear interpolation of a value. + */ + function (a, b, weight) { + return (b - a) * weight + a; + }; + GameMath.prototype.radiansToDegrees = /** + * convert radians to degrees + */ + function (angle) { + return angle * GameMath.RAD_TO_DEG; + }; + GameMath.prototype.degreesToRadians = /** + * convert degrees to radians + */ + function (angle) { + return angle * GameMath.DEG_TO_RAD; + }; + GameMath.prototype.angleBetween = /** + * Find the angle of a segment from (x1, y1) -> (x2, y2 ) + */ + function (x1, y1, x2, y2) { + return Math.atan2(y2 - y1, x2 - x1); + }; + GameMath.prototype.normalizeAngle = /** + * set an angle with in the bounds of -PI to PI + */ + function (angle, radians) { + if (typeof radians === "undefined") { radians = true; } + var rd = (radians) ? GameMath.PI : 180; + return this.wrap(angle, rd, -rd); + }; + GameMath.prototype.nearestAngleBetween = /** + * closest angle between two angles from a1 to a2 + * absolute value the return for exact angle + */ + function (a1, a2, radians) { + if (typeof radians === "undefined") { radians = true; } + var rd = (radians) ? GameMath.PI : 180; + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngle(a2, radians); + if(a1 < -rd / 2 && a2 > rd / 2) { + a1 += rd * 2; + } + if(a2 < -rd / 2 && a1 > rd / 2) { + a2 += rd * 2; + } + return a2 - a1; + }; + GameMath.prototype.normalizeAngleToAnother = /** + * normalizes independent and then sets dep to the nearest value respective to independent + * + * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + return ind + this.nearestAngleBetween(ind, dep, radians); + }; + GameMath.prototype.normalizeAngleAfterAnother = /** + * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent + * + * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + dep = this.normalizeAngle(dep - ind, radians); + return ind + dep; + }; + GameMath.prototype.normalizeAngleBeforeAnother = /** + * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent + * + * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + dep = this.normalizeAngle(ind - dep, radians); + return ind - dep; + }; + GameMath.prototype.interpolateAngles = /** + * interpolate across the shortest arc between two angles + */ + function (a1, a2, weight, radians, ease) { + if (typeof radians === "undefined") { radians = true; } + if (typeof ease === "undefined") { ease = null; } + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngleToAnother(a2, a1, radians); + return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); + }; + GameMath.prototype.logBaseOf = /** + * Compute the logarithm of any value of any base + * + * a logarithm is the exponent that some constant (base) would have to be raised to + * to be equal to value. + * + * i.e. + * 4 ^ x = 16 + * can be rewritten as to solve for x + * logB4(16) = x + * which with this function would be + * LoDMath.logBaseOf(16,4) + * + * which would return 2, because 4^2 = 16 + */ + function (value, base) { + return Math.log(value) / Math.log(base); + }; + GameMath.prototype.GCD = /** + * Greatest Common Denominator using Euclid's algorithm + */ + function (m, n) { + var r; + //make sure positive, GCD is always positive + m = Math.abs(m); + n = Math.abs(n); + //m must be >= n + if(m < n) { + r = m; + m = n; + n = r; + } + //now start loop + while(true) { + r = m % n; + if(!r) { + return n; + } + m = n; + n = r; + } + return 1; + }; + GameMath.prototype.LCM = /** + * Lowest Common Multiple + */ + function (m, n) { + return (m * n) / this.GCD(m, n); + }; + GameMath.prototype.factorial = /** + * Factorial - N! + * + * simple product series + * + * by definition: + * 0! == 1 + */ + function (value) { + if(value == 0) { + return 1; + } + var res = value; + while(--value) { + res *= value; + } + return res; + }; + GameMath.prototype.gammaFunction = /** + * gamma function + * + * defined: gamma(N) == (N - 1)! + */ + function (value) { + return this.factorial(value - 1); + }; + GameMath.prototype.fallingFactorial = /** + * falling factorial + * + * defined: (N)! / (N - x)! + * + * written subscript: (N)x OR (base)exp + */ + function (base, exp) { + return this.factorial(base) / this.factorial(base - exp); + }; + GameMath.prototype.risingFactorial = /** + * rising factorial + * + * defined: (N + x - 1)! / (N - 1)! + * + * written superscript N^(x) OR base^(exp) + */ + function (base, exp) { + //expanded from gammaFunction for speed + return this.factorial(base + exp - 1) / this.factorial(base - 1); + }; + GameMath.prototype.binCoef = /** + * binomial coefficient + * + * defined: N! / (k!(N-k)!) + * reduced: N! / (N-k)! == (N)k (fallingfactorial) + * reduced: (N)k / k! + */ + function (n, k) { + return this.fallingFactorial(n, k) / this.factorial(k); + }; + GameMath.prototype.risingBinCoef = /** + * rising binomial coefficient + * + * as one can notice in the analysis of binCoef(...) that + * binCoef is the (N)k divided by k!. Similarly rising binCoef + * is merely N^(k) / k! + */ + function (n, k) { + return this.risingFactorial(n, k) / this.factorial(k); + }; + GameMath.prototype.chanceRoll = /** + * Generate a random boolean result based on the chance value + *

+ * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance + * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. + *

+ * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) + * @return true if the roll passed, or false + */ + function (chance) { + if (typeof chance === "undefined") { chance = 50; } + if(chance <= 0) { + return false; + } else if(chance >= 100) { + return true; + } else { + if(Math.random() * 100 >= chance) { + return false; + } else { + return true; + } + } + }; + GameMath.prototype.maxAdd = /** + * Adds the given amount to the value, but never lets the value go over the specified maximum + * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The new value + */ + function (value, amount, max) { + value += amount; + if(value > max) { + value = max; + } + return value; + }; + GameMath.prototype.minSub = /** + * Subtracts the given amount from the value, but never lets the value go below the specified minimum + * + * @param value The base value + * @param amount The amount to subtract from the base value + * @param min The minimum the value is allowed to be + * @return The new value + */ + function (value, amount, min) { + value -= amount; + if(value < min) { + value = min; + } + return value; + }; + GameMath.prototype.wrapValue = /** + * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. + *

Values must be positive integers, and are passed through Math.abs

+ * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The wrapped value + */ + function (value, amount, max) { + var diff; + value = Math.abs(value); + amount = Math.abs(amount); + max = Math.abs(max); + diff = (value + amount) % max; + return diff; + }; + GameMath.prototype.randomSign = /** + * Randomly returns either a 1 or -1 + * + * @return 1 or -1 + */ + function () { + return (Math.random() > 0.5) ? 1 : -1; + }; + GameMath.prototype.isOdd = /** + * Returns true if the number given is odd. + * + * @param n The number to check + * + * @return True if the given number is odd. False if the given number is even. + */ + function (n) { + if(n & 1) { + return true; + } else { + return false; + } + }; + GameMath.prototype.isEven = /** + * Returns true if the number given is even. + * + * @param n The number to check + * + * @return True if the given number is even. False if the given number is odd. + */ + function (n) { + if(n & 1) { + return false; + } else { + return true; + } + }; + GameMath.prototype.wrapAngle = /** + * Keeps an angle value between -180 and +180
+ * Should be called whenever the angle is updated on the Sprite to stop it from going insane. + * + * @param angle The angle value to check + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + function (angle) { + var result = angle; + // Nothing needs to change + if(angle >= -180 && angle <= 180) { + return angle; + } + // Else normalise it to -180, 180 + result = (angle + 180) % 360; + if(result < 0) { + result += 360; + } + return result - 180; + }; + GameMath.prototype.angleLimit = /** + * Keeps an angle value between the given min and max values + * + * @param angle The angle value to check. Must be between -180 and +180 + * @param min The minimum angle that is allowed (must be -180 or greater) + * @param max The maximum angle that is allowed (must be 180 or less) + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + function (angle, min, max) { + var result = angle; + if(angle > max) { + result = max; + } else if(angle < min) { + result = min; + } + return result; + }; + GameMath.prototype.linearInterpolation = /** + * @method linear + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + if(k < 0) { + return this.linear(v[0], v[1], f); + } + if(k > 1) { + return this.linear(v[m], v[m - 1], m - f); + } + return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); + }; + GameMath.prototype.bezierInterpolation = /** + * @method Bezier + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var b = 0; + var n = v.length - 1; + for(var i = 0; i <= n; i++) { + b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); + } + return b; + }; + GameMath.prototype.catmullRomInterpolation = /** + * @method CatmullRom + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + if(v[0] === v[m]) { + if(k < 0) { + i = Math.floor(f = m * (1 + k)); + } + return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); + } else { + if(k < 0) { + return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); + } + if(k > 1) { + return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); + } + return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); + } + }; + GameMath.prototype.linear = /** + * @method Linear + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} t + * @static + */ + function (p0, p1, t) { + return (p1 - p0) * t + p0; + }; + GameMath.prototype.bernstein = /** + * @method Bernstein + * @param {Any} n + * @param {Any} i + * @static + */ + function (n, i) { + return this.factorial(n) / this.factorial(i) / this.factorial(n - i); + }; + GameMath.prototype.catmullRom = /** + * @method CatmullRom + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} p2 + * @param {Any} p3 + * @param {Any} t + * @static + */ + function (p0, p1, p2, p3, t) { + var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; + return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; + }; + GameMath.prototype.difference = function (a, b) { + return Math.abs(a - b); + }; + GameMath.prototype.random = /** + * Generates a random number. Deterministic, meaning safe + * to use if you want to record replays in random environments. + * + * @return A Number between 0 and 1. + */ + function () { + return this.globalSeed = this.srand(this.globalSeed); + }; + GameMath.prototype.srand = /** + * Generates a random number based on the seed provided. + * + * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). + * + * @return A Number between 0 and 1. + */ + function (Seed) { + return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; + }; + GameMath.prototype.getRandom = /** + * Fetch a random entry from the given array. + * Will return null if random selection is missing, or array has no entries. + * FlxG.getRandom() is deterministic and safe for use with replays/recordings. + * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings. + * + * @param Objects An array of objects. + * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param Length Optional restriction on the number of values you want to randomly select from. + * + * @return The random object that was selected. + */ + function (Objects, StartIndex, Length) { + if (typeof StartIndex === "undefined") { StartIndex = 0; } + if (typeof Length === "undefined") { Length = 0; } + if(Objects != null) { + var l = Length; + if((l == 0) || (l > Objects.length - StartIndex)) { + l = Objects.length - StartIndex; + } + if(l > 0) { + return Objects[StartIndex + Math.floor(Math.random() * l)]; + } + } + return null; + }; + GameMath.prototype.floor = /** + * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + function (Value) { + var n = Value | 0; + return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); + }; + GameMath.prototype.ceil = /** + * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + function (Value) { + var n = Value | 0; + return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); + }; + GameMath.prototype.sinCosGenerator = /** + * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at + *

+ * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function + * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. + *

+ * @param length The length of the wave + * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param frequency The frequency of the sine and cosine table data + * @return Returns the sine table + * @see getSinTable + * @see getCosTable + */ + function (length, sinAmplitude, cosAmplitude, frequency) { + if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } + if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } + if (typeof frequency === "undefined") { frequency = 1.0; } + var sin = sinAmplitude; + var cos = cosAmplitude; + var frq = frequency * Math.PI / length; + this.cosTable = []; + this.sinTable = []; + for(var c = 0; c < length; c++) { + cos -= sin * frq; + sin += cos * frq; + this.cosTable[c] = cos; + this.sinTable[c] = sin; + } + return this.sinTable; + }; + GameMath.prototype.vectorLength = /** + * Finds the length of the given vector + * + * @param dx + * @param dy + * + * @return + */ + function (dx, dy) { + return Math.sqrt(dx * dx + dy * dy); + }; + GameMath.prototype.dotProduct = /** + * Finds the dot product value of two vectors + * + * @param ax Vector X + * @param ay Vector Y + * @param bx Vector X + * @param by Vector Y + * + * @return Dot product + */ + function (ax, ay, bx, by) { + return ax * bx + ay * by; + }; + return GameMath; + })(); + Phaser.GameMath = GameMath; +})(Phaser || (Phaser = {})); +/// +/// +/** +* This is an organizational class that can update and render a bunch of Basics. +* NOTE: Although Group extends Basic, it will not automatically +* add itself to the global collisions quad tree, it will only add its members. +* +* @author Adam Atomic +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Group = (function (_super) { + __extends(Group, _super); + function Group(game, MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + _super.call(this, game); + this.isGroup = true; + this.members = []; + this.length = 0; + this._maxSize = MaxSize; + this._marker = 0; + this._sortIndex = null; + } + Group.ASCENDING = -1; + Group.DESCENDING = 1; + Group.prototype.destroy = /** + * Override this function to handle any deleting or "shutdown" type operations you might need, + * such as removing traditional Flash children like Basic objects. + */ + function () { + if(this.members != null) { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + basic.destroy(); + } + } + this.members.length = 0; + } + this._sortIndex = null; + }; + Group.prototype.update = /** + * Automatically goes through and calls update on everything you added. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.active) { + basic.preUpdate(); + basic.update(); + basic.postUpdate(); + } + } + }; + Group.prototype.render = /** + * Automatically goes through and calls render on everything you added. + */ + function (camera, cameraOffsetX, cameraOffsetY) { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.visible) { + basic.render(camera, cameraOffsetX, cameraOffsetY); + } + } + }; + Object.defineProperty(Group.prototype, "maxSize", { + get: /** + * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. + */ + function () { + return this._maxSize; + }, + set: /** + * @private + */ + function (Size) { + this._maxSize = Size; + if(this._marker >= this._maxSize) { + this._marker = 0; + } + if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) { + return; + } + //If the max size has shrunk, we need to get rid of some objects + var basic; + var i = this._maxSize; + var l = this.members.length; + while(i < l) { + basic = this.members[i++]; + if(basic != null) { + basic.destroy(); + } + } + this.length = this.members.length = this._maxSize; + }, + enumerable: true, + configurable: true + }); + Group.prototype.add = /** + * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group. + * Group will try to replace a null member of the array first. + * Failing that, Group will add it to the end of the member array, + * assuming there is room for it, and doubling the size of the array if necessary. + * + *

WARNING: If the group has a maxSize that has already been met, + * the object will NOT be added to the group!

+ * + * @param Object The object you want to add to the group. + * + * @return The same Basic object that was passed in. + */ + function (Object) { + //Don't bother adding an object twice. + if(this.members.indexOf(Object) >= 0) { + return Object; + } + //First, look for a null entry where we can add the object. + var i = 0; + var l = this.members.length; + while(i < l) { + if(this.members[i] == null) { + this.members[i] = Object; + if(i >= this.length) { + this.length = i + 1; + } + return Object; + } + i++; + } + //Failing that, expand the array (if we can) and add the object. + if(this._maxSize > 0) { + if(this.members.length >= this._maxSize) { + return Object; + } else if(this.members.length * 2 <= this._maxSize) { + this.members.length *= 2; + } else { + this.members.length = this._maxSize; + } + } else { + this.members.length *= 2; + } + //If we made it this far, then we successfully grew the group, + //and we can go ahead and add the object at the first open slot. + this.members[i] = Object; + this.length = i + 1; + return Object; + }; + Group.prototype.recycle = /** + * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. + * + *

If you specified a maximum size for this group (like in Emitter), + * then recycle will employ what we're calling "rotating" recycling. + * Recycle() will first check to see if the group is at capacity yet. + * If group is not yet at capacity, recycle() returns a new object. + * If the group IS at capacity, then recycle() just returns the next object in line.

+ * + *

If you did NOT specify a maximum size for this group, + * then recycle() will employ what we're calling "grow-style" recycling. + * Recycle() will return either the first object with exists == false, + * or, finding none, add a new object to the array, + * doubling the size of the array if necessary.

+ * + *

WARNING: If this function needs to create a new object, + * and no object class was provided, it will return null + * instead of a valid object!

+ * + * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! + * + * @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;). + */ + function (ObjectClass) { + if (typeof ObjectClass === "undefined") { ObjectClass = null; } + var basic; + if(this._maxSize > 0) { + if(this.length < this._maxSize) { + if(ObjectClass == null) { + return null; + } + return this.add(new ObjectClass()); + } else { + basic = this.members[this._marker++]; + if(this._marker >= this._maxSize) { + this._marker = 0; + } + return basic; + } + } else { + basic = this.getFirstAvailable(ObjectClass); + if(basic != null) { + return basic; + } + if(ObjectClass == null) { + return null; + } + return this.add(new ObjectClass()); + } + }; + Group.prototype.remove = /** + * Removes an object from the group. + * + * @param Object The Basic you want to remove. + * @param Splice Whether the object should be cut from the array entirely or not. + * + * @return The removed object. + */ + function (Object, Splice) { + if (typeof Splice === "undefined") { Splice = false; } + var index = this.members.indexOf(Object); + if((index < 0) || (index >= this.members.length)) { + return null; + } + if(Splice) { + this.members.splice(index, 1); + this.length--; + } else { + this.members[index] = null; + } + return Object; + }; + Group.prototype.replace = /** + * Replaces an existing Basic with a new one. + * + * @param OldObject The object you want to replace. + * @param NewObject The new object you want to use instead. + * + * @return The new object. + */ + function (OldObject, NewObject) { + var index = this.members.indexOf(OldObject); + if((index < 0) || (index >= this.members.length)) { + return null; + } + this.members[index] = NewObject; + return NewObject; + }; + Group.prototype.sort = /** + * Call this function to sort the group according to a particular value and order. + * For example, to sort game objects for Zelda-style overlaps you might call + * myGroup.sort("y",Group.ASCENDING) at the bottom of your + * FlxState.update() override. To sort all existing objects after + * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). + * + * @param Index The string name of the member variable you want to sort on. Default value is "y". + * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. + */ + function (Index, Order) { + if (typeof Index === "undefined") { Index = "y"; } + if (typeof Order === "undefined") { Order = Group.ASCENDING; } + this._sortIndex = Index; + this._sortOrder = Order; + this.members.sort(this.sortHandler); + }; + Group.prototype.setAll = /** + * Go through and set the specified variable to the specified value on all members of the group. + * + * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". + * @param Value The value you want to assign to that variable. + * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. + */ + function (VariableName, Value, Recurse) { + if (typeof Recurse === "undefined") { Recurse = true; } + var basic; + var i = 0; + while(i < length) { + basic = this.members[i++]; + if(basic != null) { + if(Recurse && (basic.isGroup == true)) { + basic['setAll'](VariableName, Value, Recurse); + } else { + basic[VariableName] = Value; + } + } + } + }; + Group.prototype.callAll = /** + * Go through and call the specified function on all members of the group. + * Currently only works on functions that have no required parameters. + * + * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". + * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. + */ + function (FunctionName, Recurse) { + if (typeof Recurse === "undefined") { Recurse = true; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(Recurse && (basic.isGroup == true)) { + basic['callAll'](FunctionName, Recurse); + } else { + basic[FunctionName](); + } + } + } + }; + Group.prototype.forEach = function (callback, Recurse) { + if (typeof Recurse === "undefined") { Recurse = false; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(Recurse && (basic.isGroup == true)) { + basic.forEach(callback, true); + } else { + callback.call(this, basic); + } + } + } + }; + Group.prototype.getFirstAvailable = /** + * Call this function to retrieve the first object with exists == false in the group. + * This is handy for recycling in general, e.g. respawning enemies. + * + * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class. + * + * @return A Basic currently flagged as not existing. + */ + function (ObjectClass) { + if (typeof ObjectClass === "undefined") { ObjectClass = null; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstNull = /** + * Call this function to retrieve the first index set to 'null'. + * Returns -1 if no index stores a null object. + * + * @return An int indicating the first null slot in the group. + */ + function () { + var basic; + var i = 0; + var l = this.members.length; + while(i < l) { + if(this.members[i] == null) { + return i; + } else { + i++; + } + } + return -1; + }; + Group.prototype.getFirstExtant = /** + * Call this function to retrieve the first object with exists == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as existing. + */ + function () { + var basic; + var i = 0; + while(i < length) { + basic = this.members[i++]; + if((basic != null) && basic.exists) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstAlive = /** + * Call this function to retrieve the first object with dead == false in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as not dead. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.alive) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstDead = /** + * Call this function to retrieve the first object with dead == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return A Basic currently flagged as dead. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && !basic.alive) { + return basic; + } + } + return null; + }; + Group.prototype.countLiving = /** + * Call this function to find out how many members of the group are not dead. + * + * @return The number of Basics flagged as not dead. Returns -1 if group is empty. + */ + function () { + var count = -1; + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(count < 0) { + count = 0; + } + if(basic.exists && basic.alive) { + count++; + } + } + } + return count; + }; + Group.prototype.countDead = /** + * Call this function to find out how many members of the group are dead. + * + * @return The number of Basics flagged as dead. Returns -1 if group is empty. + */ + function () { + var count = -1; + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(count < 0) { + count = 0; + } + if(!basic.alive) { + count++; + } + } + } + return count; + }; + Group.prototype.getRandom = /** + * Returns a member at random from the group. + * + * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param Length Optional restriction on the number of values you want to randomly select from. + * + * @return A Basic from the members list. + */ + function (StartIndex, Length) { + if (typeof StartIndex === "undefined") { StartIndex = 0; } + if (typeof Length === "undefined") { Length = 0; } + if(Length == 0) { + Length = this.length; + } + return this._game.math.getRandom(this.members, StartIndex, Length); + }; + Group.prototype.clear = /** + * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list. + * WARNING: does not destroy() or kill() any of these objects! + */ + function () { + this.length = this.members.length = 0; + }; + Group.prototype.kill = /** + * Calls kill on the group's members and then on the group itself. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists) { + basic.kill(); + } + } + }; + Group.prototype.sortHandler = /** + * Helper function for the sort process. + * + * @param Obj1 The first object being sorted. + * @param Obj2 The second object being sorted. + * + * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). + */ + function (Obj1, Obj2) { + if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) { + return this._sortOrder; + } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) { + return -this._sortOrder; + } + return 0; + }; + return Group; + })(Phaser.Basic); + Phaser.Group = Group; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Loader = (function () { + function Loader(game, callback) { + this._game = game; + this._gameCreateComplete = callback; + this._keys = []; + this._fileList = { + }; + this._xhr = new XMLHttpRequest(); + } + Loader.prototype.checkKeyExists = function (key) { + if(this._fileList[key]) { + return true; + } else { + return false; + } + }; + Loader.prototype.addImageFile = function (key, url) { + if(this.checkKeyExists(key) === false) { + this._fileList[key] = { + type: 'image', + key: key, + url: url, + data: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.addSpriteSheet = function (key, url, frameWidth, frameHeight, frameMax) { + if (typeof frameMax === "undefined") { frameMax = -1; } + if(this.checkKeyExists(key) === false) { + this._fileList[key] = { + type: 'spritesheet', + key: key, + url: url, + data: null, + frameWidth: frameWidth, + frameHeight: frameHeight, + frameMax: frameMax, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.addTextureAtlas = function (key, url, jsonURL, jsonData) { + if (typeof jsonURL === "undefined") { jsonURL = null; } + if (typeof jsonData === "undefined") { jsonData = null; } + //console.log('addTextureAtlas'); + //console.log(typeof jsonData); + if(this.checkKeyExists(key) === false) { + if(jsonURL !== null) { + //console.log('A URL to a json file has been given'); + // A URL to a json file has been given + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: url, + data: null, + jsonURL: jsonURL, + jsonData: null, + error: false, + loaded: false + }; + this._keys.push(key); + } else { + // A json string or object has been given + if(typeof jsonData === 'string') { + //console.log('A json string has been given'); + var data = JSON.parse(jsonData); + //console.log(data); + // Malformed? + if(data['frames']) { + //console.log('frames array found'); + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: url, + data: null, + jsonURL: null, + jsonData: data['frames'], + error: false, + loaded: false + }; + this._keys.push(key); + } + } else { + //console.log('A json object has been given', jsonData); + // Malformed? + if(jsonData['frames']) { + //console.log('frames array found'); + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: url, + data: null, + jsonURL: null, + jsonData: jsonData['frames'], + error: false, + loaded: false + }; + this._keys.push(key); + } + } + } + } + }; + Loader.prototype.addAudioFile = function (key, url) { + if(this.checkKeyExists(key) === false) { + this._fileList[key] = { + type: 'audio', + key: key, + url: url, + data: null, + buffer: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.addTextFile = function (key, url) { + if(this.checkKeyExists(key) === false) { + this._fileList[key] = { + type: 'text', + key: key, + url: url, + data: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.removeFile = function (key) { + delete this._fileList[key]; + }; + Loader.prototype.removeAll = function () { + this._fileList = { + }; + }; + Loader.prototype.load = function (onFileLoadCallback, onCompleteCallback) { + if (typeof onFileLoadCallback === "undefined") { onFileLoadCallback = null; } + if (typeof onCompleteCallback === "undefined") { onCompleteCallback = null; } + this.progress = 0; + this.hasLoaded = false; + this._onComplete = onCompleteCallback; + if(onCompleteCallback == null) { + this._onComplete = this._game.onCreateCallback; + } + this._onFileLoad = onFileLoadCallback; + if(this._keys.length > 0) { + this._progressChunk = 100 / this._keys.length; + this.loadFile(); + } else { + this.progress = 1; + this.hasLoaded = true; + this._gameCreateComplete.call(this._game); + if(this._onComplete !== null) { + this._onComplete.call(this._game.callbackContext); + } + } + }; + Loader.prototype.loadFile = function () { + var _this = this; + var file = this._fileList[this._keys.pop()]; + // Image or Data? + switch(file.type) { + case 'image': + case 'spritesheet': + case 'textureatlas': + file.data = new Image(); + file.data.name = file.key; + file.data.onload = function () { + return _this.fileComplete(file.key); + }; + file.data.onerror = function () { + return _this.fileError(file.key); + }; + file.data.src = file.url; + break; + case 'audio': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "arraybuffer"; + this._xhr.onload = function () { + return _this.fileComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.fileError(file.key); + }; + this._xhr.send(); + break; + case 'text': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "text"; + this._xhr.onload = function () { + return _this.fileComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.fileError(file.key); + }; + this._xhr.send(); + break; + } + }; + Loader.prototype.fileError = function (key) { + this._fileList[key].loaded = true; + this._fileList[key].error = true; + this.nextFile(key, false); + }; + Loader.prototype.fileComplete = function (key) { + var _this = this; + this._fileList[key].loaded = true; + var file = this._fileList[key]; + var loadNext = true; + switch(file.type) { + case 'image': + this._game.cache.addImage(file.key, file.url, file.data); + break; + case 'spritesheet': + this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); + break; + case 'textureatlas': + //console.log('texture atlas loaded'); + if(file.jsonURL == null) { + this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData); + } else { + // Load the JSON before carrying on with the next file + //console.log('Loading the JSON before carrying on with the next file'); + loadNext = false; + this._xhr.open("GET", file.jsonURL, true); + this._xhr.responseType = "text"; + this._xhr.onload = function () { + return _this.jsonLoadComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.jsonLoadError(file.key); + }; + this._xhr.send(); + } + break; + case 'audio': + file.data = this._xhr.response; + this._game.cache.addSound(file.key, file.url, file.data); + break; + case 'text': + file.data = this._xhr.response; + this._game.cache.addText(file.key, file.url, file.data); + break; + } + if(loadNext) { + this.nextFile(key, true); + } + }; + Loader.prototype.jsonLoadComplete = function (key) { + //console.log('json load complete'); + var data = JSON.parse(this._xhr.response); + //console.log(data); + // Malformed? + if(data['frames']) { + var file = this._fileList[key]; + this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']); + } + this.nextFile(key, true); + }; + Loader.prototype.jsonLoadError = function (key) { + //console.log('json load error'); + var file = this._fileList[key]; + file.error = true; + this.nextFile(key, true); + }; + Loader.prototype.nextFile = function (previousKey, success) { + this.progress = Math.round(this.progress + this._progressChunk); + if(this._onFileLoad) { + this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); + } + if(this._keys.length > 0) { + this.loadFile(); + } else { + this.hasLoaded = true; + this.removeAll(); + this._gameCreateComplete.call(this._game); + if(this._onComplete !== null) { + this._onComplete.call(this._game.callbackContext); + } + } + }; + return Loader; + })(); + Phaser.Loader = Loader; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Motion +*/ +var Phaser; +(function (Phaser) { + var Motion = (function () { + function Motion(game) { + this._game = game; + } + Motion.prototype.computeVelocity = /** + * A tween-like function that takes a starting velocity + * and some other factors and returns an altered velocity. + * + * @param Velocity Any component of velocity (e.g. 20). + * @param Acceleration Rate at which the velocity is changing. + * @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. + * @param Max An absolute value cap for the velocity. + * + * @return The altered Velocity value. + */ + function (Velocity, Acceleration, Drag, Max) { + if (typeof Acceleration === "undefined") { Acceleration = 0; } + if (typeof Drag === "undefined") { Drag = 0; } + if (typeof Max === "undefined") { Max = 10000; } + if(Acceleration !== 0) { + Velocity += Acceleration * this._game.time.elapsed; + } else if(Drag !== 0) { + var drag = Drag * this._game.time.elapsed; + if(Velocity - drag > 0) { + Velocity = Velocity - drag; + } else if(Velocity + drag < 0) { + Velocity += drag; + } else { + Velocity = 0; + } + } + if((Velocity != 0) && (Max != 10000)) { + if(Velocity > Max) { + Velocity = Max; + } else if(Velocity < -Max) { + Velocity = -Max; + } + } + return Velocity; + }; + Motion.prototype.velocityFromAngle = /** + * Given the angle and speed calculate the velocity and return it as a Point + * + * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * @param speed The speed it will move, in pixels per second sq + * + * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value + */ + function (angle, speed) { + var a = this._game.math.degreesToRadians(angle); + return new Phaser.Point((Math.cos(a) * speed), (Math.sin(a) * speed)); + }; + Motion.prototype.moveTowardsObject = /** + * Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * If you need the object to accelerate, see accelerateTowardsObject() instead + * Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all) + * + * @param source The Sprite on which the velocity will be set + * @param dest The Sprite where the source object will move to + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + function (source, dest, speed, maxTime) { + if (typeof speed === "undefined") { speed = 60; } + if (typeof maxTime === "undefined") { maxTime = 0; } + var a = this.angleBetween(source, dest); + if(maxTime > 0) { + var d = this.distanceBetween(source, dest); + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + }; + Motion.prototype.accelerateTowardsObject = /** + * Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsObject() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param dest The Sprite where the source object will move towards + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + function (source, dest, speed, xSpeedMax, ySpeedMax) { + var a = this.angleBetween(source, dest); + source.velocity.x = 0; + source.velocity.y = 0; + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + }; + Motion.prototype.moveTowardsMouse = /** + * Move the given Sprite towards the mouse pointer coordinates at a steady velocity + * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * + * @param source The Sprite to move + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + function (source, speed, maxTime) { + if (typeof speed === "undefined") { speed = 60; } + if (typeof maxTime === "undefined") { maxTime = 0; } + var a = this.angleBetweenMouse(source); + if(maxTime > 0) { + var d = this.distanceToMouse(source); + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + }; + Motion.prototype.accelerateTowardsMouse = /** + * Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsMouse() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + function (source, speed, xSpeedMax, ySpeedMax) { + var a = this.angleBetweenMouse(source); + source.velocity.x = 0; + source.velocity.y = 0; + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + }; + Motion.prototype.moveTowardsPoint = /** + * Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
+ * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
+ * + * @param source The Sprite to move + * @param target The Point coordinates to move the source Sprite towards + * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec) + * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms + */ + function (source, target, speed, maxTime) { + if (typeof speed === "undefined") { speed = 60; } + if (typeof maxTime === "undefined") { maxTime = 0; } + var a = this.angleBetweenPoint(source, target); + if(maxTime > 0) { + var d = this.distanceToPoint(source, target); + // We know how many pixels we need to move, but how fast? + speed = d / (maxTime / 1000); + } + source.velocity.x = Math.cos(a) * speed; + source.velocity.y = Math.sin(a) * speed; + }; + Motion.prototype.accelerateTowardsPoint = /** + * Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
+ * You must give a maximum speed value, beyond which the Sprite won't go any faster.
+ * If you don't need acceleration look at moveTowardsPoint() instead. + * + * @param source The Sprite on which the acceleration will be set + * @param target The Point coordinates to move the source Sprite towards + * @param speed The speed it will accelerate in pixels per second + * @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally + * @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically + */ + function (source, target, speed, xSpeedMax, ySpeedMax) { + var a = this.angleBetweenPoint(source, target); + source.velocity.x = 0; + source.velocity.y = 0; + source.acceleration.x = Math.cos(a) * speed; + source.acceleration.y = Math.sin(a) * speed; + source.maxVelocity.x = xSpeedMax; + source.maxVelocity.y = ySpeedMax; + }; + Motion.prototype.distanceBetween = /** + * Find the distance (in pixels, rounded) between two Sprites, taking their origin into account + * + * @param a The first Sprite + * @param b The second Sprite + * @return int Distance (in pixels) + */ + function (a, b) { + var dx = (a.x + a.origin.x) - (b.x + b.origin.x); + var dy = (a.y + a.origin.y) - (b.y + b.origin.y); + return this._game.math.vectorLength(dx, dy); + }; + Motion.prototype.distanceToPoint = /** + * Find the distance (in pixels, rounded) from an Sprite to the given Point, taking the source origin into account + * + * @param a The Sprite + * @param target The Point + * @return int Distance (in pixels) + */ + function (a, target) { + var dx = (a.x + a.origin.x) - (target.x); + var dy = (a.y + a.origin.y) - (target.y); + return this._game.math.vectorLength(dx, dy); + }; + Motion.prototype.distanceToMouse = /** + * Find the distance (in pixels, rounded) from the object x/y and the mouse x/y + * + * @param a The Sprite to test against + * @return int The distance between the given sprite and the mouse coordinates + */ + function (a) { + var dx = (a.x + a.origin.x) - this._game.input.x; + var dy = (a.y + a.origin.y) - this._game.input.y; + return this._game.math.vectorLength(dx, dy); + }; + Motion.prototype.angleBetweenPoint = /** + * Find the angle (in radians) between an Sprite and an Point. The source sprite takes its x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Sprite to test from + * @param target The Point to angle the Sprite towards + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + function (a, target, asDegrees) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + var dx = (target.x) - (a.x + a.origin.x); + var dy = (target.y) - (a.y + a.origin.y); + if(asDegrees) { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } else { + return Math.atan2(dy, dx); + } + }; + Motion.prototype.angleBetween = /** + * Find the angle (in radians) between the two Sprite, taking their x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Sprite to test from + * @param b The Sprite to test to + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + function (a, b, asDegrees) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + var dx = (b.x + b.origin.x) - (a.x + a.origin.x); + var dy = (b.y + b.origin.y) - (a.y + a.origin.y); + if(asDegrees) { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } else { + return Math.atan2(dy, dx); + } + }; + Motion.prototype.velocityFromFacing = /** + * Given the GameObject and speed calculate the velocity and return it as an Point based on the direction the sprite is facing + * + * @param parent The Sprite to get the facing value from + * @param speed The speed it will move, in pixels per second sq + * + * @return An Point where Point.x contains the velocity x value and Point.y contains the velocity y value + */ + function (parent, speed) { + var a; + if(parent.facing == Phaser.Collision.LEFT) { + a = this._game.math.degreesToRadians(180); + } else if(parent.facing == Phaser.Collision.RIGHT) { + a = this._game.math.degreesToRadians(0); + } else if(parent.facing == Phaser.Collision.UP) { + a = this._game.math.degreesToRadians(-90); + } else if(parent.facing == Phaser.Collision.DOWN) { + a = this._game.math.degreesToRadians(90); + } + return new Phaser.Point(Math.cos(a) * speed, Math.sin(a) * speed); + }; + Motion.prototype.angleBetweenMouse = /** + * Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account. + * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) + * + * @param a The Object to test from + * @param asDegrees If you need the value in degrees instead of radians, set to true + * + * @return Number The angle (in radians unless asDegrees is true) + */ + function (a, asDegrees) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + // In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates) + var p = a.getScreenXY(); + var dx = a._game.input.x - p.x; + var dy = a._game.input.y - p.y; + if(asDegrees) { + return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + } else { + return Math.atan2(dy, dx); + } + }; + return Motion; + })(); + Phaser.Motion = Motion; +})(Phaser || (Phaser = {})); +/// +/* +* SignalBinding +* +* @desc An object that represents a binding between a Signal and a listener function. +* Released under the MIT license +* http://millermedeiros.github.com/js-signals/ +* +* @version 1. - 7th March 2013 +* +* @author Richard Davey, TypeScript conversion +* @author Miller Medeiros, JS Signals +* +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var SignalBinding = (function () { + /** + * Object that represents a binding between a Signal and a listener function. + *
- This is an internal constructor and shouldn't be called by regular users. + *
- inspired by Joa Ebert AS3 SignalBinding and Robert Penner's Slot classes. + * @author Miller Medeiros + * @constructor + * @internal + * @name SignalBinding + * @param {Signal} signal Reference to Signal object that listener is currently bound to. + * @param {Function} listener Handler function bound to the signal. + * @param {boolean} isOnce If binding should be executed just once. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. (default = 0). + */ + function SignalBinding(signal, listener, isOnce, listenerContext, priority) { + if (typeof priority === "undefined") { priority = 0; } + /** + * If binding is active and should be executed. + * @type boolean + */ + this.active = true; + /** + * Default parameters passed to listener during `Signal.dispatch` and `SignalBinding.execute`. (curried parameters) + * @type Array|null + */ + this.params = null; + this._listener = listener; + this._isOnce = isOnce; + this.context = listenerContext; + this._signal = signal; + this.priority = priority || 0; + } + SignalBinding.prototype.execute = /** + * Call listener passing arbitrary parameters. + *

If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.

+ * @param {Array} [paramsArr] Array of parameters that should be passed to the listener + * @return {*} Value returned by the listener. + */ + function (paramsArr) { + var handlerReturn; + var params; + if(this.active && !!this._listener) { + params = this.params ? this.params.concat(paramsArr) : paramsArr; + handlerReturn = this._listener.apply(this.context, params); + if(this._isOnce) { + this.detach(); + } + } + return handlerReturn; + }; + SignalBinding.prototype.detach = /** + * Detach binding from signal. + * - alias to: mySignal.remove(myBinding.getListener()); + * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. + */ + function () { + return this.isBound() ? this._signal.remove(this._listener, this.context) : null; + }; + SignalBinding.prototype.isBound = /** + * @return {Boolean} `true` if binding is still bound to the signal and have a listener. + */ + function () { + return (!!this._signal && !!this._listener); + }; + SignalBinding.prototype.isOnce = /** + * @return {boolean} If SignalBinding will only be executed once. + */ + function () { + return this._isOnce; + }; + SignalBinding.prototype.getListener = /** + * @return {Function} Handler function bound to the signal. + */ + function () { + return this._listener; + }; + SignalBinding.prototype.getSignal = /** + * @return {Signal} Signal that listener is currently bound to. + */ + function () { + return this._signal; + }; + SignalBinding.prototype._destroy = /** + * Delete instance properties + * @private + */ + function () { + delete this._signal; + delete this._listener; + delete this.context; + }; + SignalBinding.prototype.toString = /** + * @return {string} String representation of the object. + */ + function () { + return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; + }; + return SignalBinding; + })(); + Phaser.SignalBinding = SignalBinding; +})(Phaser || (Phaser = {})); +/// +/* +* Signal +* +* @desc A TypeScript conversion of JS Signals by Miller Medeiros +* Released under the MIT license +* http://millermedeiros.github.com/js-signals/ +* +* @version 1. - 7th March 2013 +* +* @author Richard Davey, TypeScript conversion +* @author Miller Medeiros, JS Signals +* +*/ +/** +* Custom event broadcaster +*
- inspired by Robert Penner's AS3 Signals. +* @name Signal +* @author Miller Medeiros +* @constructor +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Signal = (function () { + function Signal() { + /** + * + * @property _bindings + * @type Array + * @private + */ + this._bindings = []; + /** + * + * @property _prevParams + * @type Any + * @private + */ + this._prevParams = null; + /** + * If Signal should keep record of previously dispatched parameters and + * automatically execute listener during `add()`/`addOnce()` if Signal was + * already dispatched before. + * @type boolean + */ + this.memorize = false; + /** + * @type boolean + * @private + */ + this._shouldPropagate = true; + /** + * If Signal is active and should broadcast events. + *

IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.

+ * @type boolean + */ + this.active = true; + } + Signal.VERSION = '1.0.0'; + Signal.prototype.validateListener = /** + * + * @method validateListener + * @param {Any} listener + * @param {Any} fnName + */ + function (listener, fnName) { + if(typeof listener !== 'function') { + throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); + } + }; + Signal.prototype._registerListener = /** + * @param {Function} listener + * @param {boolean} isOnce + * @param {Object} [listenerContext] + * @param {Number} [priority] + * @return {SignalBinding} + * @private + */ + function (listener, isOnce, listenerContext, priority) { + var prevIndex = this._indexOfListener(listener, listenerContext); + var binding; + if(prevIndex !== -1) { + binding = this._bindings[prevIndex]; + if(binding.isOnce() !== isOnce) { + throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); + } + } else { + binding = new Phaser.SignalBinding(this, listener, isOnce, listenerContext, priority); + this._addBinding(binding); + } + if(this.memorize && this._prevParams) { + binding.execute(this._prevParams); + } + return binding; + }; + Signal.prototype._addBinding = /** + * + * @method _addBinding + * @param {SignalBinding} binding + * @private + */ + function (binding) { + //simplified insertion sort + var n = this._bindings.length; + do { + --n; + }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); + this._bindings.splice(n + 1, 0, binding); + }; + Signal.prototype._indexOfListener = /** + * + * @method _indexOfListener + * @param {Function} listener + * @return {number} + * @private + */ + function (listener, context) { + var n = this._bindings.length; + var cur; + while(n--) { + cur = this._bindings[n]; + if(cur.getListener() === listener && cur.context === context) { + return n; + } + } + return -1; + }; + Signal.prototype.has = /** + * Check if listener was attached to Signal. + * @param {Function} listener + * @param {Object} [context] + * @return {boolean} if Signal has the specified listener. + */ + function (listener, context) { + if (typeof context === "undefined") { context = null; } + return this._indexOfListener(listener, context) !== -1; + }; + Signal.prototype.add = /** + * Add a listener to the signal. + * @param {Function} listener Signal handler function. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) + * @return {SignalBinding} An Object representing the binding between the Signal and listener. + */ + function (listener, listenerContext, priority) { + if (typeof listenerContext === "undefined") { listenerContext = null; } + if (typeof priority === "undefined") { priority = 0; } + this.validateListener(listener, 'add'); + return this._registerListener(listener, false, listenerContext, priority); + }; + Signal.prototype.addOnce = /** + * Add listener to the signal that should be removed after first execution (will be executed only once). + * @param {Function} listener Signal handler function. + * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). + * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) + * @return {SignalBinding} An Object representing the binding between the Signal and listener. + */ + function (listener, listenerContext, priority) { + if (typeof listenerContext === "undefined") { listenerContext = null; } + if (typeof priority === "undefined") { priority = 0; } + this.validateListener(listener, 'addOnce'); + return this._registerListener(listener, true, listenerContext, priority); + }; + Signal.prototype.remove = /** + * Remove a single listener from the dispatch queue. + * @param {Function} listener Handler function that should be removed. + * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). + * @return {Function} Listener handler function. + */ + function (listener, context) { + if (typeof context === "undefined") { context = null; } + this.validateListener(listener, 'remove'); + var i = this._indexOfListener(listener, context); + if(i !== -1) { + this._bindings[i]._destroy()//no reason to a SignalBinding exist if it isn't attached to a signal + ; + this._bindings.splice(i, 1); + } + return listener; + }; + Signal.prototype.removeAll = /** + * Remove all listeners from the Signal. + */ + function () { + var n = this._bindings.length; + while(n--) { + this._bindings[n]._destroy(); + } + this._bindings.length = 0; + }; + Signal.prototype.getNumListeners = /** + * @return {number} Number of listeners attached to the Signal. + */ + function () { + return this._bindings.length; + }; + Signal.prototype.halt = /** + * Stop propagation of the event, blocking the dispatch to next listeners on the queue. + *

IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.

+ * @see Signal.prototype.disable + */ + function () { + this._shouldPropagate = false; + }; + Signal.prototype.dispatch = /** + * Dispatch/Broadcast Signal to all listeners added to the queue. + * @param {...*} [params] Parameters that should be passed to each handler. + */ + function () { + var paramsArr = []; + for (var _i = 0; _i < (arguments.length - 0); _i++) { + paramsArr[_i] = arguments[_i + 0]; + } + if(!this.active) { + return; + } + var n = this._bindings.length; + var bindings; + if(this.memorize) { + this._prevParams = paramsArr; + } + if(!n) { + //should come after memorize + return; + } + bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch + ; + this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. + ; + //execute all callbacks until end of the list or until a callback returns `false` or stops propagation + //reverse loop since listeners with higher priority will be added at the end of the list + do { + n--; + }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); + }; + Signal.prototype.forget = /** + * Forget memorized arguments. + * @see Signal.memorize + */ + function () { + this._prevParams = null; + }; + Signal.prototype.dispose = /** + * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). + *

IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.

+ */ + function () { + this.removeAll(); + delete this._bindings; + delete this._prevParams; + }; + Signal.prototype.toString = /** + * @return {string} String representation of the object. + */ + function () { + return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; + }; + return Signal; + })(); + Phaser.Signal = Signal; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var SoundManager = (function () { + function SoundManager(game) { + this._context = null; + this._game = game; + if(game.device.webaudio == true) { + if(!!window['AudioContext']) { + this._context = new window['AudioContext'](); + } else if(!!window['webkitAudioContext']) { + this._context = new window['webkitAudioContext'](); + } + if(this._context !== null) { + this._gainNode = this._context.createGainNode(); + this._gainNode.connect(this._context.destination); + this._volume = 1; + } + } + } + SoundManager.prototype.mute = function () { + this._gainNode.gain.value = 0; + }; + SoundManager.prototype.unmute = function () { + this._gainNode.gain.value = this._volume; + }; + Object.defineProperty(SoundManager.prototype, "volume", { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + this._gainNode.gain.value = this._volume; + }, + enumerable: true, + configurable: true + }); + SoundManager.prototype.decode = function (key, callback, sound) { + if (typeof callback === "undefined") { callback = null; } + if (typeof sound === "undefined") { sound = null; } + var soundData = this._game.cache.getSound(key); + if(soundData) { + if(this._game.cache.isSoundDecoded(key) === false) { + var that = this; + this._context.decodeAudioData(soundData, function (buffer) { + that._game.cache.decodedSound(key, buffer); + if(sound) { + sound.setDecodedBuffer(buffer); + } + callback(); + }); + } + } + }; + SoundManager.prototype.play = function (key, volume, loop) { + if (typeof volume === "undefined") { volume = 1; } + if (typeof loop === "undefined") { loop = false; } + var _this = this; + if(this._context === null) { + return; + } + var soundData = this._game.cache.getSound(key); + if(soundData) { + // Does the sound need decoding? + if(this._game.cache.isSoundDecoded(key) === true) { + return new Phaser.Sound(this._context, this._gainNode, soundData, volume, loop); + } else { + var tempSound = new Phaser.Sound(this._context, this._gainNode, null, volume, loop); + // this is an async process, so we can return the Sound object anyway, it just won't be playing yet + this.decode(key, function () { + return _this.play(key); + }, tempSound); + return tempSound; + } + } + }; + return SoundManager; + })(); + Phaser.SoundManager = SoundManager; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + var Sound = (function () { + function Sound(context, gainNode, data, volume, loop) { + if (typeof volume === "undefined") { volume = 1; } + if (typeof loop === "undefined") { loop = false; } + this.loop = false; + this.isPlaying = false; + this.isDecoding = false; + this._context = context; + this._gainNode = gainNode; + this._buffer = data; + this._volume = volume; + this.loop = loop; + // Local volume control + if(this._context !== null) { + this._localGainNode = this._context.createGainNode(); + this._localGainNode.connect(this._gainNode); + this._localGainNode.gain.value = this._volume; + } + if(this._buffer === null) { + this.isDecoding = true; + } else { + this.play(); + } + } + Sound.prototype.setDecodedBuffer = function (data) { + this._buffer = data; + this.isDecoding = false; + this.play(); + }; + Sound.prototype.play = function () { + if(this._buffer === null || this.isDecoding === true) { + return; + } + this._sound = this._context.createBufferSource(); + this._sound.buffer = this._buffer; + this._sound.connect(this._localGainNode); + if(this.loop) { + this._sound.loop = true; + } + this._sound.noteOn(0)// the zero is vitally important, crashes iOS6 without it + ; + this.duration = this._sound.buffer.duration; + this.isPlaying = true; + }; + Sound.prototype.stop = function () { + if(this.isPlaying === true) { + this.isPlaying = false; + this._sound.noteOff(0); + } + }; + Sound.prototype.mute = function () { + this._localGainNode.gain.value = 0; + }; + Sound.prototype.unmute = function () { + this._localGainNode.gain.value = this._volume; + }; + Object.defineProperty(Sound.prototype, "volume", { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + this._localGainNode.gain.value = this._volume; + }, + enumerable: true, + configurable: true + }); + return Sound; + })(); + Phaser.Sound = Sound; +})(Phaser || (Phaser = {})); +/// +/* +* Based on code from Viewporter v2.0 +* http://github.com/zynga/viewporter +* +* Copyright 2011, Zynga Inc. +* Licensed under the MIT License. +* https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var StageScaleMode = (function () { + function StageScaleMode(game) { + var _this = this; + this._startHeight = 0; + this.width = 0; + this.height = 0; + this._game = game; + this.orientation = window['orientation']; + window.addEventListener('orientationchange', function (event) { + return _this.checkOrientation(event); + }, false); + } + StageScaleMode.EXACT_FIT = 0; + StageScaleMode.NO_SCALE = 1; + StageScaleMode.SHOW_ALL = 2; + StageScaleMode.prototype.update = function () { + if(this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { + this.refresh(); + } + }; + Object.defineProperty(StageScaleMode.prototype, "isLandscape", { + get: function () { + return window['orientation'] === 90 || window['orientation'] === -90; + }, + enumerable: true, + configurable: true + }); + StageScaleMode.prototype.checkOrientation = function (event) { + if(window['orientation'] !== this.orientation) { + this.refresh(); + this.orientation = window['orientation']; + } + }; + StageScaleMode.prototype.refresh = function () { + var _this = this; + // We can't do anything about the status bars in iPads, web apps or desktops + if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { + document.documentElement.style.minHeight = '5000px'; + this._startHeight = window.innerHeight; + if(this._game.device.android && this._game.device.chrome == false) { + window.scrollTo(0, 1); + } else { + window.scrollTo(0, 0); + } + } + if(this._check == null) { + this._iterations = 40; + this._check = window.setInterval(function () { + return _this.setScreenSize(); + }, 10); + } + }; + StageScaleMode.prototype.setScreenSize = function () { + if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) { + if(this._game.device.android && this._game.device.chrome == false) { + window.scrollTo(0, 1); + } else { + window.scrollTo(0, 0); + } + } + this._iterations--; + if(window.innerHeight > this._startHeight || this._iterations < 0) { + // Set minimum height of content to new window height + document.documentElement.style.minHeight = window.innerHeight + 'px'; + if(this._game.stage.scaleMode == StageScaleMode.EXACT_FIT) { + if(this._game.stage.maxScaleX && window.innerWidth > this._game.stage.maxScaleX) { + this.width = this._game.stage.maxScaleX; + } else { + this.width = window.innerWidth; + } + if(this._game.stage.maxScaleY && window.innerHeight > this._game.stage.maxScaleY) { + this.height = this._game.stage.maxScaleY; + } else { + this.height = window.innerHeight; + } + } else if(this._game.stage.scaleMode == StageScaleMode.SHOW_ALL) { + var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); + this.width = Math.round(this._game.stage.width * multiplier); + this.height = Math.round(this._game.stage.height * multiplier); + if(this._game.stage.maxScaleX && this.width > this._game.stage.maxScaleX) { + this.width = this._game.stage.maxScaleX; + } + if(this._game.stage.maxScaleY && this.height > this._game.stage.maxScaleY) { + this.height = this._game.stage.maxScaleY; + } + } + this._game.stage.canvas.style.width = this.width + 'px'; + this._game.stage.canvas.style.height = this.height + 'px'; + this._game.input.scaleX = this._game.stage.width / this.width; + this._game.input.scaleY = this._game.stage.height / this.height; + clearInterval(this._check); + this._check = null; + } + }; + return StageScaleMode; + })(); + Phaser.StageScaleMode = StageScaleMode; +})(Phaser || (Phaser = {})); +/// +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Stage = (function () { + function Stage(game, parent, width, height) { + var _this = this; + this.clear = true; + this.minScaleX = null; + this.maxScaleX = null; + this.minScaleY = null; + this.maxScaleY = null; + this._logo = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAO1JREFUeNpi/P//PwM6YGRkxBQEAqBaRnQxFmwa10d6MAjrMqMofHv5L1we2SBGmAtAktg0ogOQQYHLd8ANYYFpPtTmzUAMAFmwnsEDrAdkCAvMZlIAsiFMMAEYsKvaSrQhIMCELkGsV2AAbIC8gCQYgwKIUABiNYBf9yoYH7n7n6CzN274g2IYEyFbsNmKLIaSkHpP7WSwUfbA0ASzFQRslBlxp0RcAF0TRhggA3zhAJIDpUKU5A9KyshpHDkjFZu5g2nJMFcwXVJSgqIGnBKx5bKenh4w/XzVbgbPtlIUcVgSxuoCUgHIIIAAAwArtXwJBABO6QAAAABJRU5ErkJggg=="; + this._game = game; + this.canvas = document.createElement('canvas'); + this.canvas.width = width; + this.canvas.height = height; + if(document.getElementById(parent)) { + document.getElementById(parent).appendChild(this.canvas); + document.getElementById(parent).style.overflow = 'hidden'; + } else { + document.body.appendChild(this.canvas); + } + this.context = this.canvas.getContext('2d'); + this.offset = this.getOffset(this.canvas); + this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, width, height); + this.aspectRatio = width / height; + this.scaleMode = Phaser.StageScaleMode.NO_SCALE; + this.scale = new Phaser.StageScaleMode(this._game); + //document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false); + //document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false); + window.onblur = function (event) { + return _this.visibilityChange(event); + }; + window.onfocus = function (event) { + return _this.visibilityChange(event); + }; + } + Stage.ORIENTATION_LANDSCAPE = 0; + Stage.ORIENTATION_PORTRAIT = 1; + Stage.prototype.update = function () { + this.scale.update(); + if(this.clear) { + // implement dirty rect? could take up more cpu time than it saves. needs benching. + this.context.clearRect(0, 0, this.width, this.height); + } + }; + Stage.prototype.renderDebugInfo = function () { + this.context.fillStyle = 'rgb(255,255,255)'; + this.context.fillText(Phaser.VERSION, 10, 20); + this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40); + this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60); + }; + Stage.prototype.visibilityChange = function (event) { + if(event.type == 'blur' && this._game.paused == false && this._game.isBooted == true) { + this._game.paused = true; + this.drawPauseScreen(); + } else if(event.type == 'focus') { + this._game.paused = false; + } + //if (document['hidden'] === true || document['webkitHidden'] === true) + }; + Stage.prototype.drawInitScreen = function () { + this.context.fillStyle = 'rgb(40, 40, 40)'; + this.context.fillRect(0, 0, this.width, this.height); + this.context.fillStyle = 'rgb(255,255,255)'; + this.context.font = 'bold 18px Arial'; + this.context.textBaseline = 'top'; + this.context.fillText(Phaser.VERSION, 54, 32); + this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 32, 64); + this.context.fillText('www.photonstorm.com', 32, 96); + this.context.font = '16px Arial'; + this.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 160); + this.context.fillText('functions in the Game constructor, or use Game.loadState()', 32, 184); + var image = new Image(); + var that = this; + image.onload = function () { + that.context.drawImage(image, 32, 32); + }; + image.src = this._logo; + }; + Stage.prototype.drawPauseScreen = function () { + this.saveCanvasValues(); + this.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; + this.context.fillRect(0, 0, this.width, this.height); + // Draw a 'play' arrow + var arrowWidth = Math.round(this.width / 2); + var arrowHeight = Math.round(this.height / 2); + var sx = this.centerX - arrowWidth / 2; + var sy = this.centerY - arrowHeight / 2; + this.context.beginPath(); + this.context.moveTo(sx, sy); + this.context.lineTo(sx, sy + arrowHeight); + this.context.lineTo(sx + arrowWidth, this.centerY); + this.context.fillStyle = 'rgba(255, 255, 255, 0.8)'; + this.context.fill(); + this.context.closePath(); + this.restoreCanvasValues(); + }; + Stage.prototype.getOffset = function (element) { + var box = element.getBoundingClientRect(); + var clientTop = element.clientTop || document.body.clientTop || 0; + var clientLeft = element.clientLeft || document.body.clientLeft || 0; + var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; + var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; + return new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); + }; + Stage.prototype.saveCanvasValues = function () { + this.strokeStyle = this.context.strokeStyle; + this.lineWidth = this.context.lineWidth; + this.fillStyle = this.context.fillStyle; + }; + Stage.prototype.restoreCanvasValues = function () { + this.context.strokeStyle = this.strokeStyle; + this.context.lineWidth = this.lineWidth; + this.context.fillStyle = this.fillStyle; + }; + Object.defineProperty(Stage.prototype, "backgroundColor", { + get: function () { + return this._bgColor; + }, + set: function (color) { + this.canvas.style.backgroundColor = color; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "x", { + get: function () { + return this.bounds.x; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "y", { + get: function () { + return this.bounds.y; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "width", { + get: function () { + return this.bounds.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "height", { + get: function () { + return this.bounds.height; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "centerX", { + get: function () { + return this.bounds.halfWidth; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "centerY", { + get: function () { + return this.bounds.halfHeight; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "randomX", { + get: function () { + return Math.round(Math.random() * this.bounds.width); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Stage.prototype, "randomY", { + get: function () { + return Math.round(Math.random() * this.bounds.height); + }, + enumerable: true, + configurable: true + }); + return Stage; + })(); + Phaser.Stage = Stage; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Time = (function () { + function Time(game) { + this.timeScale = 1.0; + this.elapsed = 0; + /** + * + * @property time + * @type Number + */ + this.time = 0; + /** + * + * @property now + * @type Number + */ + this.now = 0; + /** + * + * @property delta + * @type Number + */ + this.delta = 0; + this.fps = 0; + this.fpsMin = 1000; + this.fpsMax = 0; + this.msMin = 1000; + this.msMax = 0; + this.frames = 0; + this._timeLastSecond = 0; + this._started = Date.now(); + this._timeLastSecond = this._started; + this.time = this._started; + } + Object.defineProperty(Time.prototype, "totalElapsedSeconds", { + get: /** + * + * @method totalElapsedSeconds + * @return {Number} + */ + function () { + return (this.now - this._started) * 0.001; + }, + enumerable: true, + configurable: true + }); + Time.prototype.update = /** + * + * @method update + */ + function () { + // Can we use performance.now() ? + this.now = Date.now()// mark + ; + this.delta = this.now - this.time// elapsedMS + ; + this.msMin = Math.min(this.msMin, this.delta); + this.msMax = Math.max(this.msMax, this.delta); + this.frames++; + if(this.now > this._timeLastSecond + 1000) { + this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); + this.fpsMin = Math.min(this.fpsMin, this.fps); + this.fpsMax = Math.max(this.fpsMax, this.fps); + this._timeLastSecond = this.now; + this.frames = 0; + } + this.time = this.now// _total + ; + //// Lock the delta at 0.1 to minimise fps tunneling + //if (this.delta > 0.1) + //{ + // this.delta = 0.1; + //} + }; + Time.prototype.elapsedSince = /** + * + * @method elapsedSince + * @param {Number} since + * @return {Number} + */ + function (since) { + return this.now - since; + }; + Time.prototype.elapsedSecondsSince = /** + * + * @method elapsedSecondsSince + * @param {Number} since + * @return {Number} + */ + function (since) { + return (this.now - since) * 0.001; + }; + Time.prototype.reset = /** + * + * @method reset + */ + function () { + this._started = this.now; + }; + return Time; + })(); + Phaser.Time = Time; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Back = (function () { + function Back() { } + Back.In = function In(k) { + var s = 1.70158; + return k * k * ((s + 1) * k - s); + }; + Back.Out = function Out(k) { + var s = 1.70158; + return --k * k * ((s + 1) * k + s) + 1; + }; + Back.InOut = function InOut(k) { + var s = 1.70158 * 1.525; + if((k *= 2) < 1) { + return 0.5 * (k * k * ((s + 1) * k - s)); + } + return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); + }; + return Back; + })(); + Easing.Back = Back; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Bounce = (function () { + function Bounce() { } + Bounce.In = function In(k) { + return 1 - Phaser.Easing.Bounce.Out(1 - k); + }; + Bounce.Out = function Out(k) { + if(k < (1 / 2.75)) { + return 7.5625 * k * k; + } else if(k < (2 / 2.75)) { + return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; + } else if(k < (2.5 / 2.75)) { + return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; + } else { + return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; + } + }; + Bounce.InOut = function InOut(k) { + if(k < 0.5) { + return Phaser.Easing.Bounce.In(k * 2) * 0.5; + } + return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; + }; + return Bounce; + })(); + Easing.Bounce = Bounce; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Circular = (function () { + function Circular() { } + Circular.In = function In(k) { + return 1 - Math.sqrt(1 - k * k); + }; + Circular.Out = function Out(k) { + return Math.sqrt(1 - (--k * k)); + }; + Circular.InOut = function InOut(k) { + if((k *= 2) < 1) { + return -0.5 * (Math.sqrt(1 - k * k) - 1); + } + return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); + }; + return Circular; + })(); + Easing.Circular = Circular; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Cubic = (function () { + function Cubic() { } + Cubic.In = function In(k) { + return k * k * k; + }; + Cubic.Out = function Out(k) { + return --k * k * k + 1; + }; + Cubic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k; + } + return 0.5 * ((k -= 2) * k * k + 2); + }; + return Cubic; + })(); + Easing.Cubic = Cubic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Elastic = (function () { + function Elastic() { } + Elastic.In = function In(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Math.asin(1 / a) / (2 * Math.PI); + } + return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); + }; + Elastic.Out = function Out(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Math.asin(1 / a) / (2 * Math.PI); + } + return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); + }; + Elastic.InOut = function InOut(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Math.asin(1 / a) / (2 * Math.PI); + } + if((k *= 2) < 1) { + return -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); + } + return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; + }; + return Elastic; + })(); + Easing.Elastic = Elastic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Exponential = (function () { + function Exponential() { } + Exponential.In = function In(k) { + return k === 0 ? 0 : Math.pow(1024, k - 1); + }; + Exponential.Out = function Out(k) { + return k === 1 ? 1 : 1 - Math.pow(2, -10 * k); + }; + Exponential.InOut = function InOut(k) { + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if((k *= 2) < 1) { + return 0.5 * Math.pow(1024, k - 1); + } + return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2); + }; + return Exponential; + })(); + Easing.Exponential = Exponential; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Linear = (function () { + function Linear() { } + Linear.None = function None(k) { + return k; + }; + return Linear; + })(); + Easing.Linear = Linear; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Quadratic = (function () { + function Quadratic() { } + Quadratic.In = function In(k) { + return k * k; + }; + Quadratic.Out = function Out(k) { + return k * (2 - k); + }; + Quadratic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k; + } + return -0.5 * (--k * (k - 2) - 1); + }; + return Quadratic; + })(); + Easing.Quadratic = Quadratic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Quartic = (function () { + function Quartic() { } + Quartic.In = function In(k) { + return k * k * k * k; + }; + Quartic.Out = function Out(k) { + return 1 - (--k * k * k * k); + }; + Quartic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k * k; + } + return -0.5 * ((k -= 2) * k * k * k - 2); + }; + return Quartic; + })(); + Easing.Quartic = Quartic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Quintic = (function () { + function Quintic() { } + Quintic.In = function In(k) { + return k * k * k * k * k; + }; + Quintic.Out = function Out(k) { + return --k * k * k * k * k + 1; + }; + Quintic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k * k * k; + } + return 0.5 * ((k -= 2) * k * k * k * k + 2); + }; + return Quintic; + })(); + Easing.Quintic = Quintic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing + * + * @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) + * + * @version 1.0 - 11th January 2013 + * + * @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list + */ + (function (Easing) { + var Sinusoidal = (function () { + function Sinusoidal() { } + Sinusoidal.In = function In(k) { + return 1 - Math.cos(k * Math.PI / 2); + }; + Sinusoidal.Out = function Out(k) { + return Math.sin(k * Math.PI / 2); + }; + Sinusoidal.InOut = function InOut(k) { + return 0.5 * (1 - Math.cos(Math.PI * k)); + }; + return Sinusoidal; + })(); + Easing.Sinusoidal = Sinusoidal; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser - Tween +* +* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser +* +* @version 1.0 - 11th January 2013 +* +* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list +*/ +var Phaser; +(function (Phaser) { + var Tween = (function () { + function Tween(object, game) { + this._object = null; + this._pausedTime = 0; + this._valuesStart = { + }; + this._valuesEnd = { + }; + this._duration = 1000; + this._delayTime = 0; + this._startTime = null; + this._chainedTweens = []; + this._object = object; + this._game = game; + this._manager = this._game.tweens; + this._interpolationFunction = this._game.math.linearInterpolation; + this._easingFunction = Phaser.Easing.Linear.None; + this.onStart = new Phaser.Signal(); + this.onUpdate = new Phaser.Signal(); + this.onComplete = new Phaser.Signal(); + } + Tween.prototype.to = function (properties, duration, ease, autoStart) { + if (typeof duration === "undefined") { duration = 1000; } + if (typeof ease === "undefined") { ease = null; } + if (typeof autoStart === "undefined") { autoStart = false; } + this._duration = duration; + // If properties isn't an object this will fail, sanity check it here somehow? + this._valuesEnd = properties; + if(ease !== null) { + this._easingFunction = ease; + } + if(autoStart === true) { + return this.start(); + } else { + return this; + } + }; + Tween.prototype.start = function () { + if(this._game === null || this._object === null) { + return; + } + this._manager.add(this); + this.onStart.dispatch(this._object); + this._startTime = this._game.time.now + this._delayTime; + for(var property in this._valuesEnd) { + // This prevents the interpolation of null values or of non-existing properties + if(this._object[property] === null || !(property in this._object)) { + throw Error('Phaser.Tween interpolation of null value of non-existing property'); + continue; + } + // check if an Array was provided as property value + if(this._valuesEnd[property] instanceof Array) { + if(this._valuesEnd[property].length === 0) { + continue; + } + // create a local copy of the Array with the start value at the front + this._valuesEnd[property] = [ + this._object[property] + ].concat(this._valuesEnd[property]); + } + this._valuesStart[property] = this._object[property]; + } + return this; + }; + Tween.prototype.stop = function () { + if(this._manager !== null) { + this._manager.remove(this); + } + return this; + }; + Object.defineProperty(Tween.prototype, "parent", { + set: function (value) { + this._game = value; + this._manager = this._game.tweens; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "delay", { + get: function () { + return this._delayTime; + }, + set: function (amount) { + this._delayTime = amount; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "easing", { + get: function () { + return this._easingFunction; + }, + set: function (easing) { + this._easingFunction = easing; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "interpolation", { + get: function () { + return this._interpolationFunction; + }, + set: function (interpolation) { + this._interpolationFunction = interpolation; + }, + enumerable: true, + configurable: true + }); + Tween.prototype.chain = function (tween) { + this._chainedTweens.push(tween); + return this; + }; + Tween.prototype.update = function (time) { + if(this._game.paused == true) { + if(this._pausedTime == 0) { + this._pausedTime = time; + } + } else { + // Ok we aren't paused, but was there some time gained? + if(this._pausedTime > 0) { + this._startTime += (time - this._pausedTime); + this._pausedTime = 0; + } + } + if(time < this._startTime) { + return true; + } + var elapsed = (time - this._startTime) / this._duration; + elapsed = elapsed > 1 ? 1 : elapsed; + var value = this._easingFunction(elapsed); + for(var property in this._valuesStart) { + // Add checks for object, array, numeric up front + if(this._valuesEnd[property] instanceof Array) { + this._object[property] = this._interpolationFunction(this._valuesEnd[property], value); + } else { + this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value; + } + } + this.onUpdate.dispatch(this._object, value); + if(elapsed == 1) { + this.onComplete.dispatch(this._object); + for(var i = 0; i < this._chainedTweens.length; i++) { + this._chainedTweens[i].start(); + } + return false; + } + return true; + }; + return Tween; + })(); + Phaser.Tween = Tween; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Tween Manager +* +* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript, patched and integrated into Phaser +* +* @version 1.0 - 11th January 2013 +* +* @author Richard Davey, TypeScript conversion and Phaser integration +* @author sole / http://soledadpenades.com +* @author mrdoob / http://mrdoob.com +* @author Robert Eisele / http://www.xarg.org +* @author Philippe / http://philippe.elsass.me +* @author Robert Penner / http://www.robertpenner.com/easing_terms_of_use.html +* @author Paul Lewis / http://www.aerotwist.com/ +* @author lechecacharro +* @author Josh Faul / http://jocafa.com/ +* @author egraether / http://egraether.com/ +* +* @todo +* 1) Allow for tweening direct numeric values, not just object properties +* 2) YoYo support +*/ +var Phaser; +(function (Phaser) { + var TweenManager = (function () { + function TweenManager(game) { + this._game = game; + this._tweens = []; + } + TweenManager.prototype.getAll = function () { + return this._tweens; + }; + TweenManager.prototype.removeAll = function () { + this._tweens.length = 0; + }; + TweenManager.prototype.create = function (object) { + return new Phaser.Tween(object, this._game); + }; + TweenManager.prototype.add = function (tween) { + tween.parent = this._game; + this._tweens.push(tween); + return tween; + }; + TweenManager.prototype.remove = function (tween) { + var i = this._tweens.indexOf(tween); + if(i !== -1) { + this._tweens.splice(i, 1); + } + }; + TweenManager.prototype.update = function () { + if(this._tweens.length === 0) { + return false; + } + var i = 0; + var numTweens = this._tweens.length; + while(i < numTweens) { + if(this._tweens[i].update(this._game.time.now)) { + i++; + } else { + this._tweens.splice(i, 1); + numTweens--; + } + } + return true; + }; + return TweenManager; + })(); + Phaser.TweenManager = TweenManager; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var World = (function () { + function World(game, width, height) { + this._game = game; + this._cameras = new Phaser.Cameras(this._game, 0, 0, width, height); + this._game.camera = this._cameras.current; + this.group = new Phaser.Group(this._game, 0); + this.bounds = new Phaser.Rectangle(0, 0, width, height); + this.worldDivisions = 6; + } + World.prototype.update = function () { + this.group.preUpdate(); + this.group.update(); + this.group.postUpdate(); + this._cameras.update(); + }; + World.prototype.render = function () { + // Unlike in flixel our render process is camera driven, not group driven + this._cameras.render(); + }; + World.prototype.destroy = function () { + this.group.destroy(); + this._cameras.destroy(); + }; + World.prototype.setSize = // World methods + function (width, height, updateCameraBounds) { + if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; } + this.bounds.width = width; + this.bounds.height = height; + if(updateCameraBounds == true) { + this._game.camera.setBounds(0, 0, width, height); + } + }; + Object.defineProperty(World.prototype, "width", { + get: function () { + return this.bounds.width; + }, + set: function (value) { + this.bounds.width = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "height", { + get: function () { + return this.bounds.height; + }, + set: function (value) { + this.bounds.height = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "centerX", { + get: function () { + return this.bounds.halfWidth; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "centerY", { + get: function () { + return this.bounds.halfHeight; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "randomX", { + get: function () { + return Math.round(Math.random() * this.bounds.width); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(World.prototype, "randomY", { + get: function () { + return Math.round(Math.random() * this.bounds.height); + }, + enumerable: true, + configurable: true + }); + World.prototype.addExistingCamera = // Cameras + function (cam) { + //return this._cameras.addCamera(x, y, width, height); + return cam; + }; + World.prototype.createCamera = function (x, y, width, height) { + return this._cameras.addCamera(x, y, width, height); + }; + World.prototype.removeCamera = function (id) { + return this._cameras.removeCamera(id); + }; + World.prototype.getAllCameras = function () { + return this._cameras.getAll(); + }; + World.prototype.addExistingSprite = // Sprites + // Drop this? + function (sprite) { + return this.group.add(sprite); + }; + World.prototype.createSprite = function (x, y, key) { + if (typeof key === "undefined") { key = ''; } + return this.group.add(new Phaser.Sprite(this._game, x, y, key)); + }; + World.prototype.createGeomSprite = function (x, y) { + return this.group.add(new Phaser.GeomSprite(this._game, x, y)); + }; + World.prototype.createDynamicTexture = function (key, width, height) { + return new Phaser.DynamicTexture(this._game, key, width, height); + }; + World.prototype.createGroup = function (MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + return this.group.add(new Phaser.Group(this._game, MaxSize)); + }; + World.prototype.createTilemap = // Tilemaps + function (key, mapData, format, tileWidth, tileHeight) { + return this.group.add(new Phaser.Tilemap(this._game, key, mapData, format, tileWidth, tileHeight)); + }; + World.prototype.createParticle = // Emitters + function () { + return new Phaser.Particle(this._game); + }; + World.prototype.createEmitter = function (x, y, size) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof size === "undefined") { size = 0; } + return this.group.add(new Phaser.Emitter(this._game, x, y, size)); + }; + return World; + })(); + Phaser.World = World; +})(Phaser || (Phaser = {})); +/// +/** +* Device +* +* @desc Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr +* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js +* +* @version 1.0 - March 5th 2013 +* @author Richard Davey +* @author mrdoob +* @author Modernizr team +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Device = (function () { + /** + * + * @constructor + * @return {Device} This Object + */ + function Device() { + // Operating System + this.desktop = false; + /** + * + * @property iOS + * @type Boolean + */ + this.iOS = false; + /** + * + * @property android + * @type Boolean + */ + this.android = false; + /** + * + * @property chromeOS + * @type Boolean + */ + this.chromeOS = false; + /** + * + * @property linux + * @type Boolean + */ + this.linux = false; + /** + * + * @property maxOS + * @type Boolean + */ + this.macOS = false; + /** + * + * @property windows + * @type Boolean + */ + this.windows = false; + // Features + /** + * + * @property canvas + * @type Boolean + */ + this.canvas = false; + /** + * + * @property file + * @type Boolean + */ + this.file = false; + /** + * + * @property fileSystem + * @type Boolean + */ + this.fileSystem = false; + /** + * + * @property localStorage + * @type Boolean + */ + this.localStorage = false; + /** + * + * @property webGL + * @type Boolean + */ + this.webGL = false; + /** + * + * @property worker + * @type Boolean + */ + this.worker = false; + /** + * + * @property touch + * @type Boolean + */ + this.touch = false; + /** + * + * @property css3D + * @type Boolean + */ + this.css3D = false; + // Browser + /** + * + * @property arora + * @type Boolean + */ + this.arora = false; + /** + * + * @property chrome + * @type Boolean + */ + this.chrome = false; + /** + * + * @property epiphany + * @type Boolean + */ + this.epiphany = false; + /** + * + * @property firefox + * @type Boolean + */ + this.firefox = false; + /** + * + * @property ie + * @type Boolean + */ + this.ie = false; + /** + * + * @property ieVersion + * @type Number + */ + this.ieVersion = 0; + /** + * + * @property mobileSafari + * @type Boolean + */ + this.mobileSafari = false; + /** + * + * @property midori + * @type Boolean + */ + this.midori = false; + /** + * + * @property opera + * @type Boolean + */ + this.opera = false; + /** + * + * @property safari + * @type Boolean + */ + this.safari = false; + this.webApp = false; + // Audio + /** + * + * @property audioData + * @type Boolean + */ + this.audioData = false; + /** + * + * @property webaudio + * @type Boolean + */ + this.webaudio = false; + /** + * + * @property ogg + * @type Boolean + */ + this.ogg = false; + /** + * + * @property mp3 + * @type Boolean + */ + this.mp3 = false; + /** + * + * @property wav + * @type Boolean + */ + this.wav = false; + /** + * + * @property m4a + * @type Boolean + */ + this.m4a = false; + // Device + /** + * + * @property iPhone + * @type Boolean + */ + this.iPhone = false; + /** + * + * @property iPhone4 + * @type Boolean + */ + this.iPhone4 = false; + /** + * + * @property iPad + * @type Boolean + */ + this.iPad = false; + /** + * + * @property pixelRatio + * @type Number + */ + this.pixelRatio = 0; + this._checkAudio(); + this._checkBrowser(); + this._checkCSS3D(); + this._checkDevice(); + this._checkFeatures(); + this._checkOS(); + } + Device.prototype._checkOS = /** + * + * @method _checkOS + * @private + */ + function () { + var ua = navigator.userAgent; + if(/Android/.test(ua)) { + this.android = true; + } else if(/CrOS/.test(ua)) { + this.chromeOS = true; + } else if(/iP[ao]d|iPhone/i.test(ua)) { + this.iOS = true; + } else if(/Linux/.test(ua)) { + this.linux = true; + } else if(/Mac OS/.test(ua)) { + this.macOS = true; + } else if(/Windows/.test(ua)) { + this.windows = true; + } + if(this.windows || this.macOS || this.linux) { + this.desktop = true; + } + }; + Device.prototype._checkFeatures = /** + * + * @method _checkFeatures + * @private + */ + function () { + this.canvas = !!window['CanvasRenderingContext2D']; + try { + this.localStorage = !!localStorage.getItem; + } catch (error) { + this.localStorage = false; + } + this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; + this.fileSystem = !!window['requestFileSystem']; + this.webGL = !!window['WebGLRenderingContext']; + this.worker = !!window['Worker']; + if('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) { + this.touch = true; + } + }; + Device.prototype._checkBrowser = /** + * + * @method _checkBrowser + * @private + */ + function () { + var ua = navigator.userAgent; + if(/Arora/.test(ua)) { + this.arora = true; + } else if(/Chrome/.test(ua)) { + this.chrome = true; + } else if(/Epiphany/.test(ua)) { + this.epiphany = true; + } else if(/Firefox/.test(ua)) { + this.firefox = true; + } else if(/Mobile Safari/.test(ua)) { + this.mobileSafari = true; + } else if(/MSIE (\d+\.\d+);/.test(ua)) { + this.ie = true; + this.ieVersion = parseInt(RegExp.$1); + } else if(/Midori/.test(ua)) { + this.midori = true; + } else if(/Opera/.test(ua)) { + this.opera = true; + } else if(/Safari/.test(ua)) { + this.safari = true; + } + // WebApp mode in iOS + if(navigator['standalone']) { + this.webApp = true; + } + }; + Device.prototype._checkAudio = /** + * + * @method _checkAudio + * @private + */ + function () { + this.audioData = !!(window['Audio']); + this.webaudio = !!(window['webkitAudioContext'] || window['AudioContext']); + var audioElement = document.createElement('audio'); + var result = false; + try { + if(result = !!audioElement.canPlayType) { + if(audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) { + this.ogg = true; + } + if(audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) { + this.mp3 = true; + } + // Mimetypes accepted: + // developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements + // bit.ly/iphoneoscodecs + if(audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) { + this.wav = true; + } + if(audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) { + this.m4a = true; + } + } + } catch (e) { + } + }; + Device.prototype._checkDevice = /** + * + * @method _checkDevice + * @private + */ + function () { + this.pixelRatio = window['devicePixelRatio'] || 1; + this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; + this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); + this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; + }; + Device.prototype._checkCSS3D = /** + * + * @method _checkCSS3D + * @private + */ + function () { + var el = document.createElement('p'); + var has3d; + var transforms = { + 'webkitTransform': '-webkit-transform', + 'OTransform': '-o-transform', + 'msTransform': '-ms-transform', + 'MozTransform': '-moz-transform', + 'transform': 'transform' + }; + // Add it to the body to get the computed style. + document.body.insertBefore(el, null); + for(var t in transforms) { + if(el.style[t] !== undefined) { + el.style[t] = "translate3d(1px,1px,1px)"; + has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); + } + } + document.body.removeChild(el); + this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); + }; + Device.prototype.getAll = /** + * + * @method getAll + * @return {String} + */ + function () { + var output = ''; + output = output.concat('Device\n'); + output = output.concat('iPhone : ' + this.iPhone + '\n'); + output = output.concat('iPhone4 : ' + this.iPhone4 + '\n'); + output = output.concat('iPad : ' + this.iPad + '\n'); + output = output.concat('\n'); + output = output.concat('Operating System\n'); + output = output.concat('iOS: ' + this.iOS + '\n'); + output = output.concat('Android: ' + this.android + '\n'); + output = output.concat('ChromeOS: ' + this.chromeOS + '\n'); + output = output.concat('Linux: ' + this.linux + '\n'); + output = output.concat('MacOS: ' + this.macOS + '\n'); + output = output.concat('Windows: ' + this.windows + '\n'); + output = output.concat('\n'); + output = output.concat('Browser\n'); + output = output.concat('Arora: ' + this.arora + '\n'); + output = output.concat('Chrome: ' + this.chrome + '\n'); + output = output.concat('Epiphany: ' + this.epiphany + '\n'); + output = output.concat('Firefox: ' + this.firefox + '\n'); + output = output.concat('Internet Explorer: ' + this.ie + ' (' + this.ieVersion + ')\n'); + output = output.concat('Mobile Safari: ' + this.mobileSafari + '\n'); + output = output.concat('Midori: ' + this.midori + '\n'); + output = output.concat('Opera: ' + this.opera + '\n'); + output = output.concat('Safari: ' + this.safari + '\n'); + output = output.concat('\n'); + output = output.concat('Features\n'); + output = output.concat('Canvas: ' + this.canvas + '\n'); + output = output.concat('File: ' + this.file + '\n'); + output = output.concat('FileSystem: ' + this.fileSystem + '\n'); + output = output.concat('LocalStorage: ' + this.localStorage + '\n'); + output = output.concat('WebGL: ' + this.webGL + '\n'); + output = output.concat('Worker: ' + this.worker + '\n'); + output = output.concat('Touch: ' + this.touch + '\n'); + output = output.concat('CSS 3D: ' + this.css3D + '\n'); + output = output.concat('\n'); + output = output.concat('Audio\n'); + output = output.concat('Audio Data: ' + this.canvas + '\n'); + output = output.concat('Web Audio: ' + this.canvas + '\n'); + output = output.concat('Can play OGG: ' + this.canvas + '\n'); + output = output.concat('Can play MP3: ' + this.canvas + '\n'); + output = output.concat('Can play M4A: ' + this.canvas + '\n'); + output = output.concat('Can play WAV: ' + this.canvas + '\n'); + return output; + }; + return Device; + })(); + Phaser.Device = Device; +})(Phaser || (Phaser = {})); +/// +/** +* Repeatable Random Data Generator +* +* @desc Manages the creation of unique internal game IDs +* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense +* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript +* +* @version 1.1 - 1st March 2013 +* @author Josh Faul +* @author Richard Davey, TypeScript conversion and additional methods +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var RandomDataGenerator = (function () { + /** + * @constructor + * @param {Array} seeds + * @return {Phaser.RandomDataGenerator} + */ + function RandomDataGenerator(seeds) { + if (typeof seeds === "undefined") { seeds = []; } + /** + * @property c + * @type Number + * @private + */ + this.c = 1; + this.sow(seeds); + } + RandomDataGenerator.prototype.uint32 = /** + * @method uint32 + * @private + */ + function () { + return this.rnd.apply(this) * 0x100000000;// 2^32 + + }; + RandomDataGenerator.prototype.fract32 = /** + * @method fract32 + * @private + */ + function () { + return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;// 2^-53 + + }; + RandomDataGenerator.prototype.rnd = // private random helper + /** + * @method rnd + * @private + */ + function () { + var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10;// 2^-32 + + this.c = t | 0; + this.s0 = this.s1; + this.s1 = this.s2; + this.s2 = t - this.c; + return this.s2; + }; + RandomDataGenerator.prototype.hash = /** + * @method hash + * @param {Any} data + * @private + */ + function (data) { + var h, i, n; + n = 0xefc8249d; + data = data.toString(); + for(i = 0; i < data.length; i++) { + n += data.charCodeAt(i); + h = 0.02519603282416938 * n; + n = h >>> 0; + h -= n; + h *= n; + n = h >>> 0; + h -= n; + n += h * 0x100000000// 2^32 + ; + } + return (n >>> 0) * 2.3283064365386963e-10;// 2^-32 + + }; + RandomDataGenerator.prototype.sow = /** + * Reset the seed of the random data generator + * @method sow + * @param {Array} seeds + */ + function (seeds) { + if (typeof seeds === "undefined") { seeds = []; } + this.s0 = this.hash(' '); + this.s1 = this.hash(this.s0); + this.s2 = this.hash(this.s1); + var seed; + for(var i = 0; seed = seeds[i++]; ) { + this.s0 -= this.hash(seed); + this.s0 += ~~(this.s0 < 0); + this.s1 -= this.hash(seed); + this.s1 += ~~(this.s1 < 0); + this.s2 -= this.hash(seed); + this.s2 += ~~(this.s2 < 0); + } + }; + Object.defineProperty(RandomDataGenerator.prototype, "integer", { + get: /** + * Returns a random integer between 0 and 2^32 + * @method integer + * @return {Number} + */ + function () { + return this.uint32(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(RandomDataGenerator.prototype, "frac", { + get: /** + * Returns a random real number between 0 and 1 + * @method frac + * @return {Number} + */ + function () { + return this.fract32(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(RandomDataGenerator.prototype, "real", { + get: /** + * Returns a random real number between 0 and 2^32 + * @method real + * @return {Number} + */ + function () { + return this.uint32() + this.fract32(); + }, + enumerable: true, + configurable: true + }); + RandomDataGenerator.prototype.integerInRange = /** + * Returns a random integer between min and max + * @method integerInRange + * @param {Number} min + * @param {Number} max + * @return {Number} + */ + function (min, max) { + return Math.floor(this.realInRange(min, max)); + }; + RandomDataGenerator.prototype.realInRange = /** + * Returns a random real number between min and max + * @method realInRange + * @param {Number} min + * @param {Number} max + * @return {Number} + */ + function (min, max) { + min = min || 0; + max = max || 0; + return this.frac * (max - min) + min; + }; + Object.defineProperty(RandomDataGenerator.prototype, "normal", { + get: /** + * Returns a random real number between -1 and 1 + * @method normal + * @return {Number} + */ + function () { + return 1 - 2 * this.frac; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(RandomDataGenerator.prototype, "uuid", { + get: /** + * Returns a valid v4 UUID hex string (from https://gist.github.com/1308368) + * @method uuid + * @return {String} + */ + function () { + var a, b; + for(b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-') { + ; + } + return b; + }, + enumerable: true, + configurable: true + }); + RandomDataGenerator.prototype.pick = /** + * Returns a random member of `array` + * @method pick + * @param {Any} array + */ + function (array) { + return array[this.integerInRange(0, array.length)]; + }; + RandomDataGenerator.prototype.weightedPick = /** + * Returns a random member of `array`, favoring the earlier entries + * @method weightedPick + * @param {Any} array + */ + function (array) { + return array[~~(Math.pow(this.frac, 2) * array.length)]; + }; + RandomDataGenerator.prototype.timestamp = /** + * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified + * @method timestamp + * @param {Number} min + * @param {Number} max + */ + function (min, max) { + if (typeof min === "undefined") { min = 946684800000; } + if (typeof max === "undefined") { max = 1577862000000; } + return this.realInRange(min, max); + }; + Object.defineProperty(RandomDataGenerator.prototype, "angle", { + get: /** + * Returns a random angle between -180 and 180 + * @method angle + */ + function () { + return this.integerInRange(-180, 180); + }, + enumerable: true, + configurable: true + }); + return RandomDataGenerator; + })(); + Phaser.RandomDataGenerator = RandomDataGenerator; +})(Phaser || (Phaser = {})); +/// +/** +* RequestAnimationFrame +* +* @desc Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly. +* +* @version 0.3 - 15th October 2012 +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var RequestAnimationFrame = (function () { + /** + * Constructor + * @param {Any} callback + * @return {RequestAnimationFrame} This object. + */ + function RequestAnimationFrame(callback, callbackContext) { + /** + * + * @property _isSetTimeOut + * @type Boolean + * @private + **/ + this._isSetTimeOut = false; + /** + * + * @property lastTime + * @type Number + **/ + this.lastTime = 0; + /** + * + * @property currentTime + * @type Number + **/ + this.currentTime = 0; + /** + * + * @property isRunning + * @type Boolean + **/ + this.isRunning = false; + this._callback = callback; + this._callbackContext = callbackContext; + var vendors = [ + 'ms', + 'moz', + 'webkit', + 'o' + ]; + for(var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) { + window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; + window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; + } + this.start(); + } + RequestAnimationFrame.prototype.setCallback = /** + * + * @method callback + * @param {Any} callback + **/ + function (callback) { + this._callback = callback; + }; + RequestAnimationFrame.prototype.isUsingSetTimeOut = /** + * + * @method usingSetTimeOut + * @return Boolean + **/ + function () { + return this._isSetTimeOut; + }; + RequestAnimationFrame.prototype.isUsingRAF = /** + * + * @method usingRAF + * @return Boolean + **/ + function () { + if(this._isSetTimeOut === true) { + return false; + } else { + return true; + } + }; + RequestAnimationFrame.prototype.start = /** + * + * @method start + * @param {Any} [callback] + **/ + function (callback) { + if (typeof callback === "undefined") { callback = null; } + var _this = this; + if(callback) { + this._callback = callback; + } + if(!window.requestAnimationFrame) { + this._isSetTimeOut = true; + this._timeOutID = window.setTimeout(function () { + return _this.SetTimeoutUpdate(); + }, 0); + } else { + this._isSetTimeOut = false; + window.requestAnimationFrame(function () { + return _this.RAFUpdate(); + }); + } + this.isRunning = true; + }; + RequestAnimationFrame.prototype.stop = /** + * + * @method stop + **/ + function () { + if(this._isSetTimeOut) { + clearTimeout(this._timeOutID); + } else { + window.cancelAnimationFrame; + } + this.isRunning = false; + }; + RequestAnimationFrame.prototype.RAFUpdate = function () { + var _this = this; + // Not in IE8 (but neither is RAF) also doesn't use a high performance timer (window.performance.now) + this.currentTime = Date.now(); + if(this._callback) { + this._callback.call(this._callbackContext); + } + var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); + window.requestAnimationFrame(function () { + return _this.RAFUpdate(); + }); + this.lastTime = this.currentTime + timeToCall; + }; + RequestAnimationFrame.prototype.SetTimeoutUpdate = /** + * + * @method SetTimeoutUpdate + **/ + function () { + var _this = this; + // Not in IE8 + this.currentTime = Date.now(); + if(this._callback) { + this._callback.call(this._callbackContext); + } + var timeToCall = Math.max(0, 16 - (this.currentTime - this.lastTime)); + this._timeOutID = window.setTimeout(function () { + return _this.SetTimeoutUpdate(); + }, timeToCall); + this.lastTime = this.currentTime + timeToCall; + }; + return RequestAnimationFrame; + })(); + Phaser.RequestAnimationFrame = RequestAnimationFrame; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Input = (function () { + function Input(game) { + this.x = 0; + this.y = 0; + this.scaleX = 1; + this.scaleY = 1; + this.worldX = 0; + this.worldY = 0; + this._game = game; + this.mouse = new Phaser.Mouse(this._game); + this.keyboard = new Phaser.Keyboard(this._game); + this.touch = new Phaser.Touch(this._game); + } + Input.prototype.update = function () { + this.x = Math.round(this.x); + this.y = Math.round(this.y); + this.worldX = this._game.camera.worldView.x + this.x; + this.worldY = this._game.camera.worldView.y + this.y; + this.mouse.update(); + this.touch.update(); + }; + Input.prototype.reset = function () { + this.mouse.reset(); + this.keyboard.reset(); + this.touch.reset(); + }; + Input.prototype.getWorldX = function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.x + this.x; + }; + Input.prototype.getWorldY = function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.y + this.y; + }; + Input.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Input', x, y); + this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28); + this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); + }; + return Input; + })(); + Phaser.Input = Input; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Keyboard = (function () { + function Keyboard(game) { + this._keys = { + }; + this._capture = { + }; + this._game = game; + this.start(); + } + Keyboard.prototype.start = function () { + var _this = this; + document.body.addEventListener('keydown', function (event) { + return _this.onKeyDown(event); + }, false); + document.body.addEventListener('keyup', function (event) { + return _this.onKeyUp(event); + }, false); + }; + Keyboard.prototype.addKeyCapture = function (keycode) { + this._capture[keycode] = true; + }; + Keyboard.prototype.removeKeyCapture = function (keycode) { + delete this._capture[keycode]; + }; + Keyboard.prototype.clearCaptures = function () { + this._capture = { + }; + }; + Keyboard.prototype.onKeyDown = function (event) { + if(this._capture[event.keyCode]) { + event.preventDefault(); + } + if(!this._keys[event.keyCode]) { + this._keys[event.keyCode] = { + isDown: true, + timeDown: this._game.time.now, + timeUp: 0 + }; + } else { + this._keys[event.keyCode].isDown = true; + this._keys[event.keyCode].timeDown = this._game.time.now; + } + }; + Keyboard.prototype.onKeyUp = function (event) { + if(this._capture[event.keyCode]) { + event.preventDefault(); + } + if(!this._keys[event.keyCode]) { + this._keys[event.keyCode] = { + isDown: false, + timeDown: 0, + timeUp: this._game.time.now + }; + } else { + this._keys[event.keyCode].isDown = false; + this._keys[event.keyCode].timeUp = this._game.time.now; + } + }; + Keyboard.prototype.reset = function () { + for(var key in this._keys) { + this._keys[key].isDown = false; + } + }; + Keyboard.prototype.justPressed = function (keycode, duration) { + if (typeof duration === "undefined") { duration = 250; } + if(this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) { + return true; + } else { + return false; + } + }; + Keyboard.prototype.justReleased = function (keycode, duration) { + if (typeof duration === "undefined") { duration = 250; } + if(this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) { + return true; + } else { + return false; + } + }; + Keyboard.prototype.isDown = function (keycode) { + if(this._keys[keycode]) { + return this._keys[keycode].isDown; + } else { + return false; + } + }; + Keyboard.A = "A".charCodeAt(0); + Keyboard.B = "B".charCodeAt(0); + Keyboard.C = "C".charCodeAt(0); + Keyboard.D = "D".charCodeAt(0); + Keyboard.E = "E".charCodeAt(0); + Keyboard.F = "F".charCodeAt(0); + Keyboard.G = "G".charCodeAt(0); + Keyboard.H = "H".charCodeAt(0); + Keyboard.I = "I".charCodeAt(0); + Keyboard.J = "J".charCodeAt(0); + Keyboard.K = "K".charCodeAt(0); + Keyboard.L = "L".charCodeAt(0); + Keyboard.M = "M".charCodeAt(0); + Keyboard.N = "N".charCodeAt(0); + Keyboard.O = "O".charCodeAt(0); + Keyboard.P = "P".charCodeAt(0); + Keyboard.Q = "Q".charCodeAt(0); + Keyboard.R = "R".charCodeAt(0); + Keyboard.S = "S".charCodeAt(0); + Keyboard.T = "T".charCodeAt(0); + Keyboard.U = "U".charCodeAt(0); + Keyboard.V = "V".charCodeAt(0); + Keyboard.W = "W".charCodeAt(0); + Keyboard.X = "X".charCodeAt(0); + Keyboard.Y = "Y".charCodeAt(0); + Keyboard.Z = "Z".charCodeAt(0); + Keyboard.ZERO = "0".charCodeAt(0); + Keyboard.ONE = "1".charCodeAt(0); + Keyboard.TWO = "2".charCodeAt(0); + Keyboard.THREE = "3".charCodeAt(0); + Keyboard.FOUR = "4".charCodeAt(0); + Keyboard.FIVE = "5".charCodeAt(0); + Keyboard.SIX = "6".charCodeAt(0); + Keyboard.SEVEN = "7".charCodeAt(0); + Keyboard.EIGHT = "8".charCodeAt(0); + Keyboard.NINE = "9".charCodeAt(0); + Keyboard.NUMPAD_0 = 96; + Keyboard.NUMPAD_1 = 97; + Keyboard.NUMPAD_2 = 98; + Keyboard.NUMPAD_3 = 99; + Keyboard.NUMPAD_4 = 100; + Keyboard.NUMPAD_5 = 101; + Keyboard.NUMPAD_6 = 102; + Keyboard.NUMPAD_7 = 103; + Keyboard.NUMPAD_8 = 104; + Keyboard.NUMPAD_9 = 105; + Keyboard.NUMPAD_MULTIPLY = 106; + Keyboard.NUMPAD_ADD = 107; + Keyboard.NUMPAD_ENTER = 108; + Keyboard.NUMPAD_SUBTRACT = 109; + Keyboard.NUMPAD_DECIMAL = 110; + Keyboard.NUMPAD_DIVIDE = 111; + Keyboard.F1 = 112; + Keyboard.F2 = 113; + Keyboard.F3 = 114; + Keyboard.F4 = 115; + Keyboard.F5 = 116; + Keyboard.F6 = 117; + Keyboard.F7 = 118; + Keyboard.F8 = 119; + Keyboard.F9 = 120; + Keyboard.F10 = 121; + Keyboard.F11 = 122; + Keyboard.F12 = 123; + Keyboard.F13 = 124; + Keyboard.F14 = 125; + Keyboard.F15 = 126; + Keyboard.COLON = 186; + Keyboard.EQUALS = 187; + Keyboard.UNDERSCORE = 189; + Keyboard.QUESTION_MARK = 191; + Keyboard.TILDE = 192; + Keyboard.OPEN_BRACKET = 219; + Keyboard.BACKWARD_SLASH = 220; + Keyboard.CLOSED_BRACKET = 221; + Keyboard.QUOTES = 222; + Keyboard.BACKSPACE = 8; + Keyboard.TAB = 9; + Keyboard.CLEAR = 12; + Keyboard.ENTER = 13; + Keyboard.SHIFT = 16; + Keyboard.CONTROL = 17; + Keyboard.ALT = 18; + Keyboard.CAPS_LOCK = 20; + Keyboard.ESC = 27; + Keyboard.SPACEBAR = 32; + Keyboard.PAGE_UP = 33; + Keyboard.PAGE_DOWN = 34; + Keyboard.END = 35; + Keyboard.HOME = 36; + Keyboard.LEFT = 37; + Keyboard.UP = 38; + Keyboard.RIGHT = 39; + Keyboard.DOWN = 40; + Keyboard.INSERT = 45; + Keyboard.DELETE = 46; + Keyboard.HELP = 47; + Keyboard.NUM_LOCK = 144; + return Keyboard; + })(); + Phaser.Keyboard = Keyboard; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Mouse = (function () { + function Mouse(game) { + this._x = 0; + this._y = 0; + this.isDown = false; + this.isUp = true; + this.timeDown = 0; + this.duration = 0; + this.timeUp = 0; + this._game = game; + this.start(); + } + Mouse.LEFT_BUTTON = 0; + Mouse.MIDDLE_BUTTON = 1; + Mouse.RIGHT_BUTTON = 2; + Mouse.prototype.start = function () { + var _this = this; + this._game.stage.canvas.addEventListener('mousedown', function (event) { + return _this.onMouseDown(event); + }, true); + this._game.stage.canvas.addEventListener('mousemove', function (event) { + return _this.onMouseMove(event); + }, true); + this._game.stage.canvas.addEventListener('mouseup', function (event) { + return _this.onMouseUp(event); + }, true); + }; + Mouse.prototype.reset = function () { + this.isDown = false; + this.isUp = true; + }; + Mouse.prototype.onMouseDown = function (event) { + this.button = event.button; + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; + this.isDown = true; + this.isUp = false; + this.timeDown = this._game.time.now; + }; + Mouse.prototype.update = function () { + //this._game.input.x = this._x * this._game.input.scaleX; + //this._game.input.y = this._y * this._game.input.scaleY; + if(this.isDown) { + this.duration = this._game.time.now - this.timeDown; + } + }; + Mouse.prototype.onMouseMove = function (event) { + this.button = event.button; + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; + }; + Mouse.prototype.onMouseUp = function (event) { + this.button = event.button; + this.isDown = false; + this.isUp = true; + this.timeUp = this._game.time.now; + this.duration = this.timeUp - this.timeDown; + this._x = event.clientX - this._game.stage.x; + this._y = event.clientY - this._game.stage.y; + this._game.input.x = this._x * this._game.input.scaleX; + this._game.input.y = this._y * this._game.input.scaleY; + }; + return Mouse; + })(); + Phaser.Mouse = Mouse; +})(Phaser || (Phaser = {})); +/// +/** +* Input - Finger +* +* @desc A Finger object used by the Touch manager +* +* @version 1.1 - 27th February 2013 +* @author Richard Davey +* +* @todo Lots +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Finger = (function () { + /** + * Constructor + * @param {Phaser.Game} game. + * @return {Phaser.Finger} This object. + */ + function Finger(game) { + /** + * + * @property point + * @type Point + **/ + this.point = null; + /** + * + * @property circle + * @type Circle + **/ + this.circle = null; + /** + * + * @property withinGame + * @type Boolean + */ + this.withinGame = false; + /** + * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientX + * @type Number + */ + this.clientX = -1; + // + /** + * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientY + * @type Number + */ + this.clientY = -1; + // + /** + * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageX + * @type Number + */ + this.pageX = -1; + /** + * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageY + * @type Number + */ + this.pageY = -1; + /** + * The horizontal coordinate of point relative to the screen in pixels + * @property screenX + * @type Number + */ + this.screenX = -1; + /** + * The vertical coordinate of point relative to the screen in pixels + * @property screenY + * @type Number + */ + this.screenY = -1; + /** + * The horizontal coordinate of point relative to the game element + * @property x + * @type Number + */ + this.x = -1; + /** + * The vertical coordinate of point relative to the game element + * @property y + * @type Number + */ + this.y = -1; + /** + * + * @property isDown + * @type Boolean + **/ + this.isDown = false; + /** + * + * @property isUp + * @type Boolean + **/ + this.isUp = false; + /** + * + * @property timeDown + * @type Number + **/ + this.timeDown = 0; + /** + * + * @property duration + * @type Number + **/ + this.duration = 0; + /** + * + * @property timeUp + * @type Number + **/ + this.timeUp = 0; + /** + * + * @property justPressedRate + * @type Number + **/ + this.justPressedRate = 200; + /** + * + * @property justReleasedRate + * @type Number + **/ + this.justReleasedRate = 200; + this._game = game; + this.active = false; + } + Finger.prototype.start = /** + * + * @method start + * @param {Any} event + */ + function (event) { + this.identifier = event.identifier; + this.target = event.target; + // populate geom objects + if(this.point === null) { + this.point = new Phaser.Point(); + } + if(this.circle === null) { + this.circle = new Phaser.Circle(0, 0, 44); + } + this.move(event); + this.active = true; + this.withinGame = true; + this.isDown = true; + this.isUp = false; + this.timeDown = this._game.time.now; + }; + Finger.prototype.move = /** + * + * @method move + * @param {Any} event + */ + function (event) { + this.clientX = event.clientX; + this.clientY = event.clientY; + this.pageX = event.pageX; + this.pageY = event.pageY; + this.screenX = event.screenX; + this.screenY = event.screenY; + this.x = this.pageX - this._game.stage.offset.x; + this.y = this.pageY - this._game.stage.offset.y; + this.point.setTo(this.x, this.y); + this.circle.setTo(this.x, this.y, 44); + // Droppings history (used for gestures and motion tracking) + this.duration = this._game.time.now - this.timeDown; + }; + Finger.prototype.leave = /** + * + * @method leave + * @param {Any} event + */ + function (event) { + this.withinGame = false; + this.move(event); + }; + Finger.prototype.stop = /** + * + * @method stop + * @param {Any} event + */ + function (event) { + this.active = false; + this.withinGame = false; + this.isDown = false; + this.isUp = true; + this.timeUp = this._game.time.now; + this.duration = this.timeUp - this.timeDown; + }; + Finger.prototype.justPressed = /** + * + * @method justPressed + * @param {Number} [duration]. + * @return {Boolean} + */ + function (duration) { + if (typeof duration === "undefined") { duration = this.justPressedRate; } + if(this.isDown === true && (this.timeDown + duration) > this._game.time.now) { + return true; + } else { + return false; + } + }; + Finger.prototype.justReleased = /** + * + * @method justReleased + * @param {Number} [duration]. + * @return {Boolean} + */ + function (duration) { + if (typeof duration === "undefined") { duration = this.justReleasedRate; } + if(this.isUp === true && (this.timeUp + duration) > this._game.time.now) { + return true; + } else { + return false; + } + }; + Finger.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Finger (identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; + }; + return Finger; + })(); + Phaser.Finger = Finger; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Input - Touch +* +* @desc http://www.w3.org/TR/touch-events/ +* https://developer.mozilla.org/en-US/docs/DOM/TouchList +* http://www.html5rocks.com/en/mobile/touchandmouse/ +* Android 2.x only supports 1 touch event at once, no multi-touch +* +* @version 1.1 - 27th February 2013 +* @author Richard Davey +* +* @todo Try and resolve update lag in Chrome/Android +* Gestures (pinch, zoom, swipe) +* GameObject Touch +* Touch point within GameObject +* Input Zones (mouse and touch) - lock entities within them + axis aligned drags +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Touch = (function () { + /** + * Constructor + * @param {Game} game. + * @return {Touch} This object. + */ + function Touch(game) { + /** + * + * @property x + * @type Number + **/ + this.x = 0; + /** + * + * @property y + * @type Number + **/ + this.y = 0; + /** + * + * @property isDown + * @type Boolean + **/ + this.isDown = false; + /** + * + * @property isUp + * @type Boolean + **/ + this.isUp = true; + this._game = game; + this.finger1 = new Phaser.Finger(this._game); + this.finger2 = new Phaser.Finger(this._game); + this.finger3 = new Phaser.Finger(this._game); + this.finger4 = new Phaser.Finger(this._game); + this.finger5 = new Phaser.Finger(this._game); + this.finger6 = new Phaser.Finger(this._game); + this.finger7 = new Phaser.Finger(this._game); + this.finger8 = new Phaser.Finger(this._game); + this.finger9 = new Phaser.Finger(this._game); + this.finger10 = new Phaser.Finger(this._game); + this._fingers = [ + this.finger1, + this.finger2, + this.finger3, + this.finger4, + this.finger5, + this.finger6, + this.finger7, + this.finger8, + this.finger9, + this.finger10 + ]; + this.touchDown = new Phaser.Signal(); + this.touchUp = new Phaser.Signal(); + this.start(); + } + Touch.prototype.start = /** + * + * @method start + */ + function () { + var _this = this; + this._game.stage.canvas.addEventListener('touchstart', function (event) { + return _this.onTouchStart(event); + }, false); + this._game.stage.canvas.addEventListener('touchmove', function (event) { + return _this.onTouchMove(event); + }, false); + this._game.stage.canvas.addEventListener('touchend', function (event) { + return _this.onTouchEnd(event); + }, false); + this._game.stage.canvas.addEventListener('touchenter', function (event) { + return _this.onTouchEnter(event); + }, false); + this._game.stage.canvas.addEventListener('touchleave', function (event) { + return _this.onTouchLeave(event); + }, false); + this._game.stage.canvas.addEventListener('touchcancel', function (event) { + return _this.onTouchCancel(event); + }, false); + document.addEventListener('touchmove', function (event) { + return _this.consumeTouchMove(event); + }, false); + }; + Touch.prototype.consumeTouchMove = /** + * Prevent iOS bounce-back (doesn't work?) + * @method consumeTouchMove + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + }; + Touch.prototype.onTouchStart = /** + * + * @method onTouchStart + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // A list of all the touch points that BECAME active with the current event + // https://developer.mozilla.org/en-US/docs/DOM/TouchList + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].active === false) { + this._fingers[f].start(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); + this.isDown = true; + this.isUp = false; + break; + } + } + } + }; + Touch.prototype.onTouchCancel = /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchCancel + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) + // http://www.w3.org/TR/touch-events/#dfn-touchcancel + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].stop(event.changedTouches[i]); + break; + } + } + } + }; + Touch.prototype.onTouchEnter = /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchEnter + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // For touch enter and leave its a list of the touch points that have entered or left the target + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].active === false) { + this._fingers[f].start(event.changedTouches[i]); + break; + } + } + } + }; + Touch.prototype.onTouchLeave = /** + * Doesn't appear to be supported by most browsers yet + * @method onTouchLeave + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // For touch enter and leave its a list of the touch points that have entered or left the target + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].leave(event.changedTouches[i]); + break; + } + } + } + }; + Touch.prototype.onTouchMove = /** + * + * @method onTouchMove + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].move(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + break; + } + } + } + }; + Touch.prototype.onTouchEnd = /** + * + * @method onTouchEnd + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // For touch end its a list of the touch points that have been removed from the surface + // https://developer.mozilla.org/en-US/docs/DOM/TouchList + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + for(var f = 0; f < this._fingers.length; f++) { + if(this._fingers[f].identifier === event.changedTouches[i].identifier) { + this._fingers[f].stop(event.changedTouches[i]); + this.x = this._fingers[f].x; + this.y = this._fingers[f].y; + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration); + this.isDown = false; + this.isUp = true; + break; + } + } + } + }; + Touch.prototype.calculateDistance = /** + * + * @method calculateDistance + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + function (finger1, finger2) { + }; + Touch.prototype.calculateAngle = /** + * + * @method calculateAngle + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + function (finger1, finger2) { + }; + Touch.prototype.checkOverlap = /** + * + * @method checkOverlap + * @param {Finger} finger1 + * @param {Finger} finger2 + **/ + function (finger1, finger2) { + }; + Touch.prototype.update = /** + * + * @method update + */ + function () { + }; + Touch.prototype.stop = /** + * + * @method stop + */ + function () { + //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); + //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); + //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); + //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); + //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); + //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); + }; + Touch.prototype.reset = /** + * + * @method reset + **/ + function () { + this.isDown = false; + this.isUp = false; + }; + return Touch; + })(); + Phaser.Touch = Touch; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Emitter is a lightweight particle emitter. +* It can be used for one-time explosions or for +* continuous fx like rain and fire. Emitter +* is not optimized or anything; all it does is launch +* Particle objects out at set intervals +* by setting their positions and velocities accordingly. +* It is easy to use and relatively efficient, +* relying on Group's RECYCLE POWERS. +* +* @author Adam Atomic +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Emitter = (function (_super) { + __extends(Emitter, _super); + /** + * Creates a new FlxEmitter object at a specific position. + * Does NOT automatically generate or attach particles! + * + * @param X The X position of the emitter. + * @param Y The Y position of the emitter. + * @param Size Optional, specifies a maximum capacity for this emitter. + */ + function Emitter(game, X, Y, Size) { + if (typeof X === "undefined") { X = 0; } + if (typeof Y === "undefined") { Y = 0; } + if (typeof Size === "undefined") { Size = 0; } + _super.call(this, game, Size); + this.x = X; + this.y = Y; + this.width = 0; + this.height = 0; + this.minParticleSpeed = new Phaser.Point(-100, -100); + this.maxParticleSpeed = new Phaser.Point(100, 100); + this.minRotation = -360; + this.maxRotation = 360; + this.gravity = 0; + this.particleClass = null; + this.particleDrag = new Phaser.Point(); + this.frequency = 0.1; + this.lifespan = 3; + this.bounce = 0; + this._quantity = 0; + this._counter = 0; + this._explode = true; + this.on = false; + this._point = new Phaser.Point(); + } + Emitter.prototype.destroy = /** + * Clean up memory. + */ + function () { + this.minParticleSpeed = null; + this.maxParticleSpeed = null; + this.particleDrag = null; + this.particleClass = null; + this._point = null; + _super.prototype.destroy.call(this); + }; + Emitter.prototype.makeParticles = /** + * 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 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). + */ + function (Graphics, Quantity, BakedRotations, Multiple, Collide) { + if (typeof Quantity === "undefined") { Quantity = 50; } + if (typeof BakedRotations === "undefined") { BakedRotations = 16; } + if (typeof Multiple === "undefined") { Multiple = false; } + if (typeof Collide === "undefined") { Collide = 0.8; } + this.maxSize = Quantity; + var totalFrames = 1; + /* + if(Multiple) + { + var sprite:Sprite = new Sprite(this._game); + sprite.loadGraphic(Graphics,true); + totalFrames = sprite.frames; + sprite.destroy(); + } + */ + var randomFrame; + var particle; + var i = 0; + while(i < Quantity) { + if(this.particleClass == null) { + particle = new Phaser.Particle(this._game); + } else { + particle = new this.particleClass(this._game); + } + if(Multiple) { + /* + randomFrame = this._game.math.random()*totalFrames; + if(BakedRotations > 0) + particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame); + else + { + particle.loadGraphic(Graphics,true); + particle.frame = randomFrame; + } + */ + } else { + /* + if (BakedRotations > 0) + particle.loadRotatedGraphic(Graphics,BakedRotations); + else + particle.loadGraphic(Graphics); + */ + if(Graphics) { + particle.loadGraphic(Graphics); + } + } + if(Collide > 0) { + particle.width *= Collide; + particle.height *= Collide; + //particle.centerOffsets(); + } else { + particle.allowCollisions = Phaser.Collision.NONE; + } + particle.exists = false; + this.add(particle); + i++; + } + return this; + }; + Emitter.prototype.update = /** + * Called automatically by the game loop, decides when to launch particles and when to "die". + */ + function () { + if(this.on) { + if(this._explode) { + this.on = false; + var i = 0; + var l = this._quantity; + if((l <= 0) || (l > this.length)) { + l = this.length; + } + while(i < l) { + this.emitParticle(); + i++; + } + this._quantity = 0; + } else { + this._timer += this._game.time.elapsed; + while((this.frequency > 0) && (this._timer > this.frequency) && this.on) { + this._timer -= this.frequency; + this.emitParticle(); + if((this._quantity > 0) && (++this._counter >= this._quantity)) { + this.on = false; + this._quantity = 0; + } + } + } + } + _super.prototype.update.call(this); + }; + Emitter.prototype.kill = /** + * Call this function to turn off all the particles and the emitter. + */ + function () { + this.on = false; + _super.prototype.kill.call(this); + }; + Emitter.prototype.start = /** + * Call this function to start emitting particles. + * + * @param Explode Whether the particles should all burst out at once. + * @param Lifespan How long each particle lives once emitted. 0 = forever. + * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds. + * @param Quantity How many particles to launch. 0 = "all of the particles". + */ + function (Explode, Lifespan, Frequency, Quantity) { + if (typeof Explode === "undefined") { Explode = true; } + if (typeof Lifespan === "undefined") { Lifespan = 0; } + if (typeof Frequency === "undefined") { Frequency = 0.1; } + if (typeof Quantity === "undefined") { Quantity = 0; } + this.revive(); + this.visible = true; + this.on = true; + this._explode = Explode; + this.lifespan = Lifespan; + this.frequency = Frequency; + this._quantity += Quantity; + this._counter = 0; + this._timer = 0; + }; + Emitter.prototype.emitParticle = /** + * This function can be used both internally and externally to emit the next particle. + */ + function () { + var particle = this.recycle(Phaser.Particle); + particle.lifespan = this.lifespan; + particle.elasticity = this.bounce; + particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height); + particle.visible = true; + if(this.minParticleSpeed.x != this.maxParticleSpeed.x) { + particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x); + } else { + particle.velocity.x = this.minParticleSpeed.x; + } + if(this.minParticleSpeed.y != this.maxParticleSpeed.y) { + particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y); + } else { + particle.velocity.y = this.minParticleSpeed.y; + } + particle.acceleration.y = this.gravity; + if(this.minRotation != this.maxRotation) { + particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation); + } else { + particle.angularVelocity = this.minRotation; + } + if(particle.angularVelocity != 0) { + particle.angle = this._game.math.random() * 360 - 180; + } + particle.drag.x = this.particleDrag.x; + particle.drag.y = this.particleDrag.y; + particle.onEmit(); + }; + Emitter.prototype.setSize = /** + * A more compact way of setting the width and height of the emitter. + * + * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions). + * @param Height The desired height of the emitter. + */ + function (Width, Height) { + this.width = Width; + this.height = Height; + }; + Emitter.prototype.setXSpeed = /** + * A more compact way of setting the X velocity range of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + function (Min, Max) { + if (typeof Min === "undefined") { Min = 0; } + if (typeof Max === "undefined") { Max = 0; } + this.minParticleSpeed.x = Min; + this.maxParticleSpeed.x = Max; + }; + Emitter.prototype.setYSpeed = /** + * A more compact way of setting the Y velocity range of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + function (Min, Max) { + if (typeof Min === "undefined") { Min = 0; } + if (typeof Max === "undefined") { Max = 0; } + this.minParticleSpeed.y = Min; + this.maxParticleSpeed.y = Max; + }; + Emitter.prototype.setRotation = /** + * A more compact way of setting the angular velocity constraints of the emitter. + * + * @param Min The minimum value for this range. + * @param Max The maximum value for this range. + */ + function (Min, Max) { + if (typeof Min === "undefined") { Min = 0; } + if (typeof Max === "undefined") { Max = 0; } + this.minRotation = Min; + this.maxRotation = Max; + }; + Emitter.prototype.at = /** + * Change the emitter's midpoint to match the midpoint of a FlxObject. + * + * @param Object The FlxObject that you want to sync up with. + */ + function (Object) { + Object.getMidpoint(this._point); + this.x = this._point.x - (this.width >> 1); + this.y = this._point.y - (this.height >> 1); + }; + return Emitter; + })(Phaser.Group); + Phaser.Emitter = Emitter; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var GeomSprite = (function (_super) { + __extends(GeomSprite, _super); + function GeomSprite(game, x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + _super.call(this, game, x, y); + // local rendering related temp vars to help avoid gc spikes + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this.type = 0; + this.renderOutline = true; + this.renderFill = true; + this.lineWidth = 1; + this.lineColor = 'rgb(0,255,0)'; + this.fillColor = 'rgb(0,100,0)'; + this.type = GeomSprite.UNASSIGNED; + return this; + } + GeomSprite.UNASSIGNED = 0; + GeomSprite.CIRCLE = 1; + GeomSprite.LINE = 2; + GeomSprite.POINT = 3; + GeomSprite.RECTANGLE = 4; + GeomSprite.prototype.loadCircle = function (circle) { + this.refresh(); + this.circle = circle; + this.type = GeomSprite.CIRCLE; + return this; + }; + GeomSprite.prototype.loadLine = function (line) { + this.refresh(); + this.line = line; + this.type = GeomSprite.LINE; + return this; + }; + GeomSprite.prototype.loadPoint = function (point) { + this.refresh(); + this.point = point; + this.type = GeomSprite.POINT; + return this; + }; + GeomSprite.prototype.loadRectangle = function (rect) { + this.refresh(); + this.rect = rect; + this.type = GeomSprite.RECTANGLE; + return this; + }; + GeomSprite.prototype.createCircle = function (diameter) { + this.refresh(); + this.circle = new Phaser.Circle(this.x, this.y, diameter); + this.type = GeomSprite.CIRCLE; + this.bounds.setTo(this.circle.x - this.circle.radius, this.circle.y - this.circle.radius, this.circle.diameter, this.circle.diameter); + return this; + }; + GeomSprite.prototype.createLine = function (x, y) { + this.refresh(); + this.line = new Phaser.Line(this.x, this.y, x, y); + this.type = GeomSprite.LINE; + this.bounds.setTo(this.x, this.y, this.line.width, this.line.height); + return this; + }; + GeomSprite.prototype.createPoint = function () { + this.refresh(); + this.point = new Phaser.Point(this.x, this.y); + this.type = GeomSprite.POINT; + this.bounds.width = 1; + this.bounds.height = 1; + return this; + }; + GeomSprite.prototype.createRectangle = function (width, height) { + this.refresh(); + this.rect = new Phaser.Rectangle(this.x, this.y, width, height); + this.type = GeomSprite.RECTANGLE; + this.bounds.copyFrom(this.rect); + return this; + }; + GeomSprite.prototype.refresh = function () { + this.circle = null; + this.line = null; + this.point = null; + this.rect = null; + }; + GeomSprite.prototype.update = function () { + // Update bounds and position? + if(this.type == GeomSprite.UNASSIGNED) { + return; + } else if(this.type == GeomSprite.CIRCLE) { + this.circle.x = this.x; + this.circle.y = this.y; + this.bounds.width = this.circle.diameter; + this.bounds.height = this.circle.diameter; + } else if(this.type == GeomSprite.LINE) { + this.line.x1 = this.x; + this.line.y1 = this.y; + this.bounds.setTo(this.x, this.y, this.line.width, this.line.height); + } else if(this.type == GeomSprite.POINT) { + this.point.x = this.x; + this.point.y = this.y; + } else if(this.type == GeomSprite.RECTANGLE) { + this.rect.x = this.x; + this.rect.y = this.y; + this.bounds.copyFrom(this.rect); + } + }; + GeomSprite.prototype.inCamera = function (camera) { + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); + this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); + } else { + return camera.overlap(this.bounds); + } + }; + GeomSprite.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + // Render checks + if(this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) { + return false; + } + // Alpha + if(this.alpha !== 1) { + var globalAlpha = this._game.stage.context.globalAlpha; + this._game.stage.context.globalAlpha = this.alpha; + } + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + this._dw = this.bounds.width * this.scale.x; + this._dh = this.bounds.height * this.scale.y; + // Circles are drawn center based + if(this.type == GeomSprite.CIRCLE) { + this._dx += this.circle.radius; + this._dy += this.circle.radius; + } + // Apply camera difference + if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { + this._dx -= (camera.worldView.x * this.scrollFactor.x); + this._dy -= (camera.worldView.y * this.scrollFactor.y); + } + // Rotation (misleading?) + 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.rotate(this.angle * (Math.PI / 180)); + this._dx = -(this._dw / 2); + this._dy = -(this._dh / 2); + } + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + this._dw = Math.round(this._dw); + this._dh = Math.round(this._dh); + 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.lineWidth = this.lineWidth; + this._game.stage.context.strokeStyle = this.lineColor; + this._game.stage.context.fillStyle = this.fillColor; + if(this._game.stage.fillStyle !== this.fillColor) { + } + // Primitive Renderer + if(this.type == GeomSprite.CIRCLE) { + this._game.stage.context.beginPath(); + this._game.stage.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2); + this._game.stage.context.stroke(); + if(this.renderFill) { + this._game.stage.context.fill(); + } + this._game.stage.context.closePath(); + } else if(this.type == GeomSprite.LINE) { + this._game.stage.context.beginPath(); + this._game.stage.context.moveTo(this._dx, this._dy); + this._game.stage.context.lineTo(this.line.x2, this.line.y2); + this._game.stage.context.stroke(); + this._game.stage.context.closePath(); + } else if(this.type == GeomSprite.POINT) { + this._game.stage.context.fillRect(this._dx, this._dy, 2, 2); + } else if(this.type == GeomSprite.RECTANGLE) { + // We can use the faster fillRect if we don't need the outline + if(this.renderOutline == false) { + this._game.stage.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height); + } else { + this._game.stage.context.beginPath(); + this._game.stage.context.rect(this._dx, this._dy, this.rect.width, this.rect.height); + this._game.stage.context.stroke(); + if(this.renderFill) { + this._game.stage.context.fill(); + } + this._game.stage.context.closePath(); + } + } + this._game.stage.restoreCanvasValues(); + if(this.rotation !== 0) { + this._game.stage.context.translate(0, 0); + this._game.stage.context.restore(); + } + if(globalAlpha > -1) { + this._game.stage.context.globalAlpha = globalAlpha; + } + return true; + }; + GeomSprite.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + //this._game.stage.context.fillStyle = color; + //this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); + //this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); + //this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); + //this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); + }; + GeomSprite.prototype.collide = // Gives a basic boolean response to a geometric collision. + // If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object. + function (source) { + // Circle vs. Circle + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.CIRCLE) { + return Phaser.Collision.circleToCircle(this.circle, source.circle).result; + } + // Circle vs. Rect + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.circleToRectangle(this.circle, source.rect).result; + } + // Circle vs. Point + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.POINT) { + return Phaser.Collision.circleContainsPoint(this.circle, source.point).result; + } + // Circle vs. Line + if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineToCircle(source.line, this.circle).result; + } + // Rect vs. Rect + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.rectangleToRectangle(this.rect, source.rect).result; + } + // Rect vs. Circle + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.CIRCLE) { + return Phaser.Collision.circleToRectangle(source.circle, this.rect).result; + } + // Rect vs. Point + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.POINT) { + return Phaser.Collision.pointToRectangle(source.point, this.rect).result; + } + // Rect vs. Line + if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineToRectangle(source.line, this.rect).result; + } + // Point vs. Point + if(this.type == GeomSprite.POINT && source.type == GeomSprite.POINT) { + return this.point.equals(source.point); + } + // Point vs. Circle + if(this.type == GeomSprite.POINT && source.type == GeomSprite.CIRCLE) { + return Phaser.Collision.circleContainsPoint(source.circle, this.point).result; + } + // Point vs. Rect + if(this.type == GeomSprite.POINT && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.pointToRectangle(this.point, source.rect).result; + } + // Point vs. Line + if(this.type == GeomSprite.POINT && source.type == GeomSprite.LINE) { + return source.line.isPointOnLine(this.point.x, this.point.y); + } + // Line vs. Line + if(this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineSegmentToLineSegment(this.line, source.line).result; + } + // Line vs. Circle + if(this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) { + return Phaser.Collision.lineToCircle(this.line, source.circle).result; + } + // Line vs. Rect + if(this.type == GeomSprite.LINE && source.type == GeomSprite.RECTANGLE) { + return Phaser.Collision.lineSegmentToRectangle(this.line, source.rect).result; + } + // Line vs. Point + if(this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) { + return this.line.isPointOnLine(source.point.x, source.point.y); + } + return false; + }; + return GeomSprite; + })(Phaser.GameObject); + Phaser.GeomSprite = GeomSprite; +})(Phaser || (Phaser = {})); +/// +/// +/** +* This is a simple particle class that extends the default behavior +* of Sprite to have slightly more specialized behavior +* common to many game scenarios. You can override and extend this class +* just like you would Sprite. While Emitter +* used to work with just any old sprite, it now requires a +* Particle based class. +* +* @author Adam Atomic +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Particle = (function (_super) { + __extends(Particle, _super); + /** + * Instantiate a new particle. Like Sprite, all meaningful creation + * happens during loadGraphic() or makeGraphic() or whatever. + */ + function Particle(game) { + _super.call(this, game); + this.lifespan = 0; + this.friction = 500; + } + Particle.prototype.update = /** + * The particle's main update logic. Basically it checks to see if it should + * be dead yet, and then has some special bounce behavior if there is some gravity on it. + */ + function () { + //lifespan behavior + if(this.lifespan <= 0) { + return; + } + this.lifespan -= this._game.time.elapsed; + if(this.lifespan <= 0) { + this.kill(); + } + //simpler bounce/spin behavior for now + if(this.touching) { + if(this.angularVelocity != 0) { + this.angularVelocity = -this.angularVelocity; + } + } + if(this.acceleration.y > 0)//special behavior for particles with gravity + { + if(this.touching & Phaser.Collision.FLOOR) { + this.drag.x = this.friction; + if(!(this.wasTouching & Phaser.Collision.FLOOR)) { + if(this.velocity.y < -this.elasticity * 10) { + if(this.angularVelocity != 0) { + this.angularVelocity *= -this.elasticity; + } + } else { + this.velocity.y = 0; + this.angularVelocity = 0; + } + } + } else { + this.drag.x = 0; + } + } + }; + Particle.prototype.onEmit = /** + * Triggered whenever this object is launched by a Emitter. + * You can override this to add custom behavior like a sound or AI or something. + */ + function () { + }; + return Particle; + })(Phaser.Sprite); + Phaser.Particle = Particle; +})(Phaser || (Phaser = {})); +/// +/** +* A simple helper object for Tilemap that helps expand collision opportunities and control. +* You can use Tilemap.setTileProperties() to alter the collision properties and +* callback functions and filters for this object to do things like one-way tiles or whatever. +* +* @author Adam Atomic +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Tile = (function (_super) { + __extends(Tile, _super); + /** + * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap(). + * + * @param Tilemap A reference to the tilemap object creating the tile. + * @param Index The actual core map data index for this tile type. + * @param Width The width of the tile. + * @param Height The height of the tile. + * @param Visible Whether the tile is visible or not. + * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap(). + */ + function Tile(game, Tilemap, Index, Width, Height, Visible, AllowCollisions) { + _super.call(this, game, 0, 0, Width, Height); + this.immovable = true; + this.moves = false; + this.callback = null; + this.filter = null; + this.tilemap = Tilemap; + this.index = Index; + this.visible = Visible; + this.allowCollisions = AllowCollisions; + this.mapIndex = 0; + } + Tile.prototype.destroy = /** + * Clean up memory. + */ + function () { + _super.prototype.destroy.call(this); + this.callback = null; + this.tilemap = null; + }; + return Tile; + })(Phaser.GameObject); + Phaser.Tile = Tile; +})(Phaser || (Phaser = {})); +/// +/** +* A Tilemap Buffer +* +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var TilemapBuffer = (function () { + function TilemapBuffer(game, camera, tilemap, texture, tileOffsets) { + this._startX = 0; + this._maxX = 0; + this._startY = 0; + this._maxY = 0; + this._tx = 0; + this._ty = 0; + this._dx = 0; + this._dy = 0; + this._oldCameraX = 0; + this._oldCameraY = 0; + this._dirty = true; + //console.log('New TilemapBuffer created for Camera ' + camera.ID); + this._game = game; + this.camera = camera; + this._tilemap = tilemap; + this._texture = texture; + this._tileOffsets = tileOffsets; + //this.createCanvas(); + } + TilemapBuffer.prototype.createCanvas = function () { + this.canvas = document.createElement('canvas'); + this.canvas.width = this._game.stage.width; + this.canvas.height = this._game.stage.height; + this.context = this.canvas.getContext('2d'); + }; + TilemapBuffer.prototype.update = function () { + /* + if (this.camera.worldView.x !== this._oldCameraX || this.camera.worldView.y !== this._oldCameraY) + { + this._dirty = true; + } + + this._oldCameraX = this.camera.worldView.x; + this._oldCameraY = this.camera.worldView.y; + */ + }; + TilemapBuffer.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('TilemapBuffer', x, y); + this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14); + this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28); + this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42); + this._game.stage.context.fillText('Dirty: ' + this._dirty, x, y + 56); + }; + TilemapBuffer.prototype.render = function (dx, dy) { + /* + if (this._dirty == false) + { + this._game.stage.context.drawImage(this.canvas, 0, 0); + + return true; + } + */ + // Work out how many tiles we can fit into our camera and round it up for the edges + this._maxX = this._game.math.ceil(this.camera.width / this._tilemap.tileWidth) + 1; + this._maxY = this._game.math.ceil(this.camera.height / this._tilemap.tileHeight) + 1; + // And now work out where in the tilemap the camera actually is + this._startX = this._game.math.floor(this.camera.worldView.x / this._tilemap.tileWidth); + this._startY = this._game.math.floor(this.camera.worldView.y / this._tilemap.tileHeight); + // Tilemap bounds check + if(this._startX < 0) { + this._startX = 0; + } + if(this._startY < 0) { + this._startY = 0; + } + if(this._startX + this._maxX > this._tilemap.widthInTiles) { + this._startX = this._tilemap.widthInTiles - this._maxX; + } + if(this._startY + this._maxY > this._tilemap.heightInTiles) { + this._startY = this._tilemap.heightInTiles - this._maxY; + } + // Finally get the offset to avoid the blocky movement + this._dx = dx; + this._dy = dy; + this._dx += -(this.camera.worldView.x - (this._startX * this._tilemap.tileWidth)); + this._dy += -(this.camera.worldView.y - (this._startY * this._tilemap.tileHeight)); + this._tx = this._dx; + this._ty = this._dy; + for(var row = this._startY; row < this._startY + this._maxY; row++) { + this._columnData = this._tilemap.mapData[row]; + for(var tile = this._startX; tile < this._startX + this._maxX; tile++) { + if(this._tileOffsets[this._columnData[tile]]) { + //this.context.drawImage( + this._game.stage.context.drawImage(this._texture, // Source Image + this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image) + this._tileOffsets[this._columnData[tile]].y, // Source Y + this._tilemap.tileWidth, // Source Width + this._tilemap.tileHeight, // Source Height + this._tx, // Destination X (where on the canvas it'll be drawn) + this._ty, // Destination Y + this._tilemap.tileWidth, // Destination Width (always same as Source Width unless scaled) + this._tilemap.tileHeight); + // Destination Height (always same as Source Height unless scaled) + this._tx += this._tilemap.tileWidth; + } + } + this._tx = this._dx; + this._ty += this._tilemap.tileHeight; + } + //this._game.stage.context.drawImage(this.canvas, 0, 0); + //console.log('dirty cleaned'); + //this._dirty = false; + return true; + }; + return TilemapBuffer; + })(); + Phaser.TilemapBuffer = TilemapBuffer; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Tilemap = (function (_super) { + __extends(Tilemap, _super); + function Tilemap(game, key, mapData, format, tileWidth, tileHeight) { + if (typeof tileWidth === "undefined") { tileWidth = 0; } + if (typeof tileHeight === "undefined") { tileHeight = 0; } + _super.call(this, game); + this._dx = 0; + this._dy = 0; + this.widthInTiles = 0; + this.heightInTiles = 0; + this.widthInPixels = 0; + this.heightInPixels = 0; + // How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this) + // The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles) + this.tileBoundary = 10; + this._texture = this._game.cache.getImage(key); + this._tilemapBuffers = []; + this.isGroup = false; + this.tileWidth = tileWidth; + this.tileHeight = tileHeight; + this.boundsInTiles = new Phaser.Rectangle(); + this.mapFormat = format; + switch(format) { + case Tilemap.FORMAT_CSV: + this.parseCSV(game.cache.getText(mapData)); + break; + case Tilemap.FORMAT_TILED_JSON: + this.parseTiledJSON(game.cache.getText(mapData)); + break; + } + this.parseTileOffsets(); + this.createTilemapBuffers(); + } + Tilemap.FORMAT_CSV = 0; + Tilemap.FORMAT_TILED_JSON = 1; + Tilemap.prototype.parseCSV = function (data) { + //console.log('parseMapData'); + this.mapData = []; + // Trim any rogue whitespace from the data + data = data.trim(); + var rows = data.split("\n"); + //console.log('rows', rows); + for(var i = 0; i < rows.length; i++) { + var column = rows[i].split(","); + //console.log('column', column); + var output = []; + if(column.length > 0) { + // Set the width based on the first row + if(this.widthInTiles == 0) { + // Maybe -1? + this.widthInTiles = column.length; + } + // We have a new row of tiles + this.heightInTiles++; + // Parse it + for(var c = 0; c < column.length; c++) { + output[c] = parseInt(column[c]); + } + this.mapData.push(output); + } + } + //console.log('final map array'); + //console.log(this.mapData); + if(this.widthInTiles > 0) { + this.widthInPixels = this.tileWidth * this.widthInTiles; + } + if(this.heightInTiles > 0) { + this.heightInPixels = this.tileHeight * this.heightInTiles; + } + this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); + }; + Tilemap.prototype.parseTiledJSON = function (data) { + //console.log('parseTiledJSON'); + this.mapData = []; + // Trim any rogue whitespace from the data + data = data.trim(); + // We ought to change this soon, so we have layer support, but for now let's just get it working + var json = JSON.parse(data); + // Right now we assume no errors at all with the parsing (safe I know) + this.tileWidth = json.tilewidth; + this.tileHeight = json.tileheight; + // Parse the first layer only + this.widthInTiles = json.layers[0].width; + this.heightInTiles = json.layers[0].height; + this.widthInPixels = this.widthInTiles * this.tileWidth; + this.heightInPixels = this.heightInTiles * this.tileHeight; + this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); + //console.log('width in tiles', this.widthInTiles); + //console.log('height in tiles', this.heightInTiles); + //console.log('width in px', this.widthInPixels); + //console.log('height in px', this.heightInPixels); + // Now let's get the data + var c = 0; + var row; + for(var i = 0; i < json.layers[0].data.length; i++) { + if(c == 0) { + row = []; + } + row.push(json.layers[0].data[i]); + c++; + if(c == this.widthInTiles) { + this.mapData.push(row); + c = 0; + } + } + //console.log('mapData'); + //console.log(this.mapData); + }; + Tilemap.prototype.getMapSegment = function (area) { + }; + Tilemap.prototype.createTilemapBuffers = function () { + var cams = this._game.world.getAllCameras(); + for(var i = 0; i < cams.length; i++) { + this._tilemapBuffers[cams[i].ID] = new Phaser.TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets); + } + }; + Tilemap.prototype.parseTileOffsets = function () { + this._tileOffsets = []; + var i = 0; + if(this.mapFormat == Tilemap.FORMAT_TILED_JSON) { + // For some reason Tiled counts from 1 not 0 + this._tileOffsets[0] = null; + i = 1; + } + for(var ty = 0; ty < this._texture.height; ty += this.tileHeight) { + for(var tx = 0; tx < this._texture.width; tx += this.tileWidth) { + this._tileOffsets[i] = { + x: tx, + y: ty + }; + i++; + } + } + }; + Tilemap.prototype.update = /* + // Use a Signal? + public addTilemapBuffers(camera:Camera) { + + console.log('added new camera to tilemap'); + this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets); + + } + */ + function () { + // Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer + this._tilemapBuffers[0].update(); + }; + Tilemap.prototype.renderDebugInfo = function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._tilemapBuffers[0].renderDebugInfo(x, y, color); + }; + Tilemap.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { + if(this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1) { + return false; + } + this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + if(this._tilemapBuffers[camera.ID]) { + //this._tilemapBuffers[camera.ID].render(this._dx, this._dy); + this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY); + } + return true; + }; + return Tilemap; + })(Phaser.GameObject); + Phaser.Tilemap = Tilemap; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser +* +* Richard Davey (@photonstorm) +* Adam Saltsman (@ADAMATOMIC) (original Flixel code) +*/ +var Phaser; +(function (Phaser) { + var Game = (function () { + function Game(callbackContext, parent, width, height, initCallback, createCallback, updateCallback, renderCallback) { + if (typeof parent === "undefined") { parent = ''; } + if (typeof width === "undefined") { width = 800; } + if (typeof height === "undefined") { height = 600; } + if (typeof initCallback === "undefined") { initCallback = null; } + if (typeof createCallback === "undefined") { createCallback = null; } + if (typeof updateCallback === "undefined") { updateCallback = null; } + if (typeof renderCallback === "undefined") { renderCallback = null; } + var _this = this; + this._maxAccumulation = 32; + this._accumulator = 0; + this._step = 0; + this._loadComplete = false; + this._paused = false; + this._pendingState = null; + this.onInitCallback = null; + this.onCreateCallback = null; + this.onUpdateCallback = null; + this.onRenderCallback = null; + this.onPausedCallback = null; + this.isBooted = false; + this.callbackContext = callbackContext; + this.onInitCallback = initCallback; + this.onCreateCallback = createCallback; + this.onUpdateCallback = updateCallback; + this.onRenderCallback = renderCallback; + if(document.readyState === 'complete' || document.readyState === 'interactive') { + this.boot(parent, width, height); + } else { + document.addEventListener('DOMContentLoaded', function () { + return _this.boot(parent, width, height); + }, false); + } + } + Game.prototype.boot = function (parent, width, height) { + var _this = this; + if(!document.body) { + window.setTimeout(function () { + return _this.boot(parent, width, height); + }, 13); + } else { + this.device = new Phaser.Device(); + this.motion = new Phaser.Motion(this); + this.math = new Phaser.GameMath(this); + this.stage = new Phaser.Stage(this, parent, width, height); + this.world = new Phaser.World(this, width, height); + this.sound = new Phaser.SoundManager(this); + this.cache = new Phaser.Cache(this); + this.collision = new Phaser.Collision(this); + this.loader = new Phaser.Loader(this, this.loadComplete); + this.time = new Phaser.Time(this); + this.tweens = new Phaser.TweenManager(this); + this.input = new Phaser.Input(this); + this.rnd = new Phaser.RandomDataGenerator([ + (Date.now() * Math.random()).toString() + ]); + this.framerate = 60; + // Display the default game screen? + if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { + this.isBooted = false; + this.stage.drawInitScreen(); + } else { + this.isBooted = true; + this._loadComplete = false; + this._raf = new Phaser.RequestAnimationFrame(this.loop, this); + if(this._pendingState) { + this.switchState(this._pendingState, false, false); + } else { + this.startState(); + } + } + } + }; + Game.prototype.loadComplete = function () { + // Called when the loader has finished after init was run + this._loadComplete = true; + }; + Game.prototype.loop = function () { + this.time.update(); + this.tweens.update(); + if(this._paused == true) { + if(this.onPausedCallback !== null) { + this.onPausedCallback.call(this.callbackContext); + } + return; + } + this.input.update(); + this.stage.update(); + this._accumulator += this.time.delta; + if(this._accumulator > this._maxAccumulation) { + this._accumulator = this._maxAccumulation; + } + while(this._accumulator >= this._step) { + this.time.elapsed = this.time.timeScale * (this._step / 1000); + this.world.update(); + this._accumulator = this._accumulator - this._step; + } + if(this._loadComplete && this.onUpdateCallback) { + this.onUpdateCallback.call(this.callbackContext); + } + this.world.render(); + if(this._loadComplete && this.onRenderCallback) { + this.onRenderCallback.call(this.callbackContext); + } + }; + Game.prototype.startState = function () { + if(this.onInitCallback !== null) { + this.onInitCallback.call(this.callbackContext); + } else { + // No init? Then there was nothing to load either + if(this.onCreateCallback !== null) { + this.onCreateCallback.call(this.callbackContext); + } + this._loadComplete = true; + } + }; + Game.prototype.setCallbacks = function (initCallback, createCallback, updateCallback, renderCallback) { + if (typeof initCallback === "undefined") { initCallback = null; } + if (typeof createCallback === "undefined") { createCallback = null; } + if (typeof updateCallback === "undefined") { updateCallback = null; } + if (typeof renderCallback === "undefined") { renderCallback = null; } + this.onInitCallback = initCallback; + this.onCreateCallback = createCallback; + this.onUpdateCallback = updateCallback; + this.onRenderCallback = renderCallback; + }; + Game.prototype.switchState = function (state, clearWorld, clearCache) { + if (typeof clearWorld === "undefined") { clearWorld = true; } + if (typeof clearCache === "undefined") { clearCache = false; } + if(this.isBooted == false) { + this._pendingState = state; + return; + } + // Prototype? + if(typeof state === 'function') { + state = new state(this); + } + // Ok, have we got the right functions? + if(state['create'] || state['update']) { + this.callbackContext = state; + this.onInitCallback = null; + this.onCreateCallback = null; + this.onUpdateCallback = null; + this.onRenderCallback = null; + this.onPausedCallback = null; + // Bingo, let's set them up + if(state['init']) { + this.onInitCallback = state['init']; + } + if(state['create']) { + this.onCreateCallback = state['create']; + } + if(state['update']) { + this.onUpdateCallback = state['update']; + } + if(state['render']) { + this.onRenderCallback = state['render']; + } + if(state['paused']) { + this.onPausedCallback = state['paused']; + } + if(clearWorld) { + this.world.destroy(); + if(clearCache == true) { + this.cache.destroy(); + } + } + this._loadComplete = false; + this.startState(); + } else { + throw Error("Invalid State object given. Must contain at least a create or update function."); + return; + } + }; + Game.prototype.destroy = // Nuke the whole game from orbit + function () { + this.callbackContext = null; + this.onInitCallback = null; + this.onCreateCallback = null; + this.onUpdateCallback = null; + this.onRenderCallback = null; + this.onPausedCallback = null; + this.camera = null; + this.cache = null; + this.input = null; + this.loader = null; + this.sound = null; + this.stage = null; + this.time = null; + this.world = null; + this.isBooted = false; + }; + Object.defineProperty(Game.prototype, "paused", { + get: function () { + return this._paused; + }, + set: function (value) { + if(value == true && this._paused == false) { + this._paused = true; + } else if(value == false && this._paused == true) { + this._paused = false; + this.time.time = Date.now(); + this.input.reset(); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Game.prototype, "framerate", { + get: function () { + return 1000 / this._step; + }, + set: function (value) { + this._step = 1000 / value; + if(this._maxAccumulation < this._step) { + this._maxAccumulation = this._step; + } + }, + enumerable: true, + configurable: true + }); + Game.prototype.createCamera = // Handy Proxy methods + function (x, y, width, height) { + return this.world.createCamera(x, y, width, height); + }; + Game.prototype.createGeomSprite = function (x, y) { + return this.world.createGeomSprite(x, y); + }; + Game.prototype.createSprite = function (x, y, key) { + if (typeof key === "undefined") { key = ''; } + return this.world.createSprite(x, y, key); + }; + Game.prototype.createDynamicTexture = function (key, width, height) { + return this.world.createDynamicTexture(key, width, height); + }; + Game.prototype.createGroup = function (MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + return this.world.createGroup(MaxSize); + }; + Game.prototype.createParticle = function () { + return this.world.createParticle(); + }; + Game.prototype.createEmitter = function (x, y, size) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof size === "undefined") { size = 0; } + return this.world.createEmitter(x, y, size); + }; + Game.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { + return this.world.createTilemap(key, mapData, format, tileWidth, tileHeight); + }; + Game.prototype.createTween = function (obj) { + return this.tweens.create(obj); + }; + Game.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { + if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Phaser.Collision.separate); + }; + return Game; + })(); + Phaser.Game = Game; +})(Phaser || (Phaser = {})); +/// +/** +* Animation +* +* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object +* +* @version 1.0 - 22nd March 2013 +* @author Richard Davey +*/ +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Animation = (function () { + function Animation(game, parent, frameData, name, frames, delay, looped) { + this._game = game; + this._parent = parent; + this._frames = frames; + this._frameData = frameData; + this.name = name; + this.delay = 1000 / delay; + this.looped = looped; + this.isFinished = false; + this.isPlaying = false; + } + Object.defineProperty(Animation.prototype, "frameTotal", { + get: function () { + return this._frames.length; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "frame", { + get: function () { + return this._frameIndex; + }, + set: function (value) { + this.currentFrame = this._frameData.getFrame(value); + if(this.currentFrame !== null) { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = value; + } + }, + enumerable: true, + configurable: true + }); + Animation.prototype.play = function (frameRate, loop) { + if (typeof frameRate === "undefined") { frameRate = null; } + if(frameRate !== null) { + this.delay = 1000 / frameRate; + } + if(loop !== undefined) { + this.looped = loop; + } + this.isPlaying = true; + this.isFinished = false; + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + }; + Animation.prototype.onComplete = function () { + this.isPlaying = false; + this.isFinished = true; + // callback + }; + Animation.prototype.stop = function () { + this.isPlaying = false; + this.isFinished = true; + }; + Animation.prototype.update = function () { + if(this.isPlaying == true && this._game.time.now >= this._timeNextFrame) { + this._frameIndex++; + if(this._frameIndex == this._frames.length) { + if(this.looped) { + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } else { + this.onComplete(); + } + } else { + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + return true; + } + return false; + }; + Animation.prototype.destroy = function () { + this._game = null; + this._parent = null; + this._frames = null; + this._frameData = null; + this.currentFrame = null; + this.isPlaying = false; + }; + return Animation; + })(); + Phaser.Animation = Animation; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var AnimationLoader = (function () { + function AnimationLoader() { } + AnimationLoader.parseSpriteSheet = function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { + // How big is our image? + var img = game.cache.getImage(key); + if(img == null) { + return null; + } + var width = img.width; + var height = img.height; + var row = Math.round(width / frameWidth); + var column = Math.round(height / frameHeight); + var total = row * column; + if(frameMax !== -1) { + total = frameMax; + } + // Zero or smaller than frame sizes? + if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { + return null; + } + // Let's create some frames then + var data = new Phaser.FrameData(); + var x = 0; + var y = 0; + for(var i = 0; i < total; i++) { + data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, '')); + x += frameWidth; + if(x === width) { + x = 0; + y += frameHeight; + } + } + return data; + }; + AnimationLoader.parseJSONData = function parseJSONData(game, json) { + // Let's create some frames then + var data = new Phaser.FrameData(); + // By this stage frames is a fully parsed array + var frames = json; + var newFrame; + for(var i = 0; i < frames.length; i++) { + newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); + newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); + } + return data; + }; + return AnimationLoader; + })(); + Phaser.AnimationLoader = AnimationLoader; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var Frame = (function () { + function Frame(x, y, width, height, name) { + // Useful for Texture Atlas files (is set to the filename value) + this.name = ''; + // Rotated? (not yet implemented) + this.rotated = false; + // Either cw or ccw, rotation is always 90 degrees + this.rotationDirection = 'cw'; + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.name = name; + this.rotated = false; + this.trimmed = false; + } + Frame.prototype.setRotation = function (rotated, rotationDirection) { + // Not yet supported + }; + Frame.prototype.setTrim = function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { + this.trimmed = trimmed; + this.sourceSizeW = actualWidth; + this.sourceSizeH = actualHeight; + this.spriteSourceSizeX = destX; + this.spriteSourceSizeY = destY; + this.spriteSourceSizeW = destWidth; + this.spriteSourceSizeH = destHeight; + }; + return Frame; + })(); + Phaser.Frame = Frame; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var FrameData = (function () { + function FrameData() { + this._frames = []; + this._frameNames = []; + } + Object.defineProperty(FrameData.prototype, "total", { + get: function () { + return this._frames.length; + }, + enumerable: true, + configurable: true + }); + FrameData.prototype.addFrame = function (frame) { + frame.index = this._frames.length; + this._frames.push(frame); + if(frame.name !== '') { + this._frameNames[frame.name] = frame.index; + } + return frame; + }; + FrameData.prototype.getFrame = function (index) { + if(this._frames[index]) { + return this._frames[index]; + } + return null; + }; + FrameData.prototype.getFrameByName = function (name) { + if(this._frameNames[name] >= 0) { + return this._frames[this._frameNames[name]]; + } + return null; + }; + FrameData.prototype.checkFrameName = function (name) { + if(this._frameNames[name] >= 0) { + return true; + } + return false; + }; + FrameData.prototype.getFrameRange = function (start, end, output) { + if (typeof output === "undefined") { output = []; } + for(var i = start; i <= end; i++) { + output.push(this._frames[i]); + } + return output; + }; + FrameData.prototype.getFrameIndexes = function (output) { + if (typeof output === "undefined") { output = []; } + output.length = 0; + for(var i = 0; i < this._frames.length; i++) { + output.push(i); + } + return output; + }; + FrameData.prototype.getFrameIndexesByName = function (input) { + var output = []; + for(var i = 0; i < input.length; i++) { + if(this.getFrameByName(input[i])) { + output.push(this.getFrameByName(input[i]).index); + } + } + return output; + }; + FrameData.prototype.getAllFrames = function () { + return this._frames; + }; + FrameData.prototype.getFrames = function (range) { + var output = []; + for(var i = 0; i < range.length; i++) { + output.push(this._frames[i]); + } + return output; + }; + return FrameData; + })(); + Phaser.FrameData = FrameData; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +var Phaser; +(function (Phaser) { + var Animations = (function () { + function Animations(game, parent) { + this._frameData = null; + this.currentFrame = null; + this._game = game; + this._parent = parent; + this._anims = { + }; + } + Animations.prototype.loadFrameData = function (frameData) { + this._frameData = frameData; + this.frame = 0; + }; + Animations.prototype.add = function (name, frames, frameRate, loop, useNumericIndex) { + if (typeof frames === "undefined") { frames = null; } + if (typeof frameRate === "undefined") { frameRate = 60; } + if (typeof loop === "undefined") { loop = false; } + if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } + if(this._frameData == null) { + return; + } + if(frames == null) { + frames = this._frameData.getFrameIndexes(); + } else { + if(this.validateFrames(frames, useNumericIndex) == false) { + return; + } + } + if(useNumericIndex == false) { + frames = this._frameData.getFrameIndexesByName(frames); + } + this._anims[name] = new Phaser.Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); + this.currentAnim = this._anims[name]; + }; + Animations.prototype.validateFrames = function (frames, useNumericIndex) { + for(var i = 0; i < frames.length; i++) { + if(useNumericIndex == true) { + if(frames[i] > this._frameData.total) { + return false; + } + } else { + if(this._frameData.checkFrameName(frames[i]) == false) { + return false; + } + } + } + return true; + }; + Animations.prototype.play = function (name, frameRate, loop) { + if (typeof frameRate === "undefined") { frameRate = null; } + if(this._anims[name]) { + this.currentAnim = this._anims[name]; + this.currentAnim.play(frameRate, loop); + } + }; + Animations.prototype.stop = function (name) { + if(this._anims[name]) { + this.currentAnim = this._anims[name]; + this.currentAnim.stop(); + } + }; + Animations.prototype.update = function () { + if(this.currentAnim && this.currentAnim.update() == true) { + this.currentFrame = this.currentAnim.currentFrame; + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + } + }; + Object.defineProperty(Animations.prototype, "frameData", { + get: function () { + return this._frameData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animations.prototype, "frameTotal", { + get: function () { + return this._frameData.total; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animations.prototype, "frame", { + get: function () { + return this._frameIndex; + }, + set: function (value) { + this.currentFrame = this._frameData.getFrame(value); + if(this.currentFrame !== null) { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animations.prototype, "frameName", { + get: function () { + return this.currentFrame.name; + }, + set: function (value) { + this.currentFrame = this._frameData.getFrameByName(value); + if(this.currentFrame !== null) { + this._parent.bounds.width = this.currentFrame.width; + this._parent.bounds.height = this.currentFrame.height; + this._frameIndex = this.currentFrame.index; + } + }, + enumerable: true, + configurable: true + }); + return Animations; + })(); + Phaser.Animations = Animations; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser +*/ +var Phaser; +(function (Phaser) { + var State = (function () { + function State(game) { + this.game = game; + this.camera = game.camera; + this.cache = game.cache; + this.collision = game.collision; + this.input = game.input; + this.loader = game.loader; + this.math = game.math; + this.motion = game.motion; + this.sound = game.sound; + this.stage = game.stage; + this.time = game.time; + this.tweens = game.tweens; + this.world = game.world; + } + State.prototype.init = // Overload these in your own States + function () { + }; + State.prototype.create = function () { + }; + State.prototype.update = function () { + }; + State.prototype.render = function () { + }; + State.prototype.paused = function () { + }; + State.prototype.createCamera = // Handy Proxy methods + function (x, y, width, height) { + return this.game.world.createCamera(x, y, width, height); + }; + State.prototype.createGeomSprite = function (x, y) { + return this.world.createGeomSprite(x, y); + }; + State.prototype.createSprite = function (x, y, key) { + if (typeof key === "undefined") { key = ''; } + return this.game.world.createSprite(x, y, key); + }; + State.prototype.createDynamicTexture = function (key, width, height) { + return this.game.world.createDynamicTexture(key, width, height); + }; + State.prototype.createGroup = function (MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + return this.game.world.createGroup(MaxSize); + }; + State.prototype.createParticle = function () { + return this.game.world.createParticle(); + }; + State.prototype.createEmitter = function (x, y, size) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof size === "undefined") { size = 0; } + return this.game.world.createEmitter(x, y, size); + }; + State.prototype.createTilemap = function (key, mapData, format, tileWidth, tileHeight) { + return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight); + }; + State.prototype.createTween = function (obj) { + return this.game.tweens.create(obj); + }; + State.prototype.collide = function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback) { + if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; } + if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; } + if (typeof NotifyCallback === "undefined") { NotifyCallback = null; } + return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Phaser.Collision.separate); + }; + return State; + })(); + Phaser.State = State; +})(Phaser || (Phaser = {}));