First commit of the day

This commit is contained in:
Webeled 2013-09-19 10:36:15 +02:00
parent c5fc5e3394
commit 6e4631a849
4 changed files with 44 additions and 13 deletions

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View file

@ -21,13 +21,11 @@
//setting the size of the game world larger than the tilemap's size
game.world.setSize(2000,2000);
// game.camera.width=150;
// game.camera.height=150;
game.stage.backgroundColor = '#255d3b';
// adding the tilemap
game.add.tilemap(0, 168, 'snes');
game.add.tilemap(0, 150, 'snes');
}

View file

@ -7,7 +7,7 @@
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create });
function preload() {
@ -21,17 +21,21 @@
function create() {
// For browsers that support it, this keeps our pixel art looking crisp
//Phaser.Canvas.setSmoothingEnabled(game.stage.canvas.context, false);
// This only works when you use Phaser.CANVAS as the renderer
Phaser.Canvas.setSmoothingEnabled(game.context, false);
boss = game.add.sprite(game.world.centerX, game.world.centerY, 'boss');
boss.anchor.setTo(0.5, 0.5);
// Zoom in each time we press it
// Zoom in each time we press the button
button = game.add.button(32, 32, 'button', clickedIt, this, 2, 1, 0);
}
function clickedIt() {
boss.scale.x += 0.5;
boss.scale.y += 0.5;
}
})();

View file

@ -6,12 +6,12 @@
*
* @class Phaser.Camera
* @constructor
* @param game {Phaser.Game} game reference to the currently running game.
* @param id {number} not being used at the moment, will be when Phaser supports multiple camera
* @param x {number} position of the camera on the X axis
* @param y {number} position of the camera on the Y axis
* @param width {number} the width of the view rectangle
* @param height {number} the height of the view rectangle
* @param {Phaser.Game} game game reference to the currently running game.
* @param {number} id not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x position of the camera on the X axis
* @param {number} y position of the camera on the Y axis
* @param {number} width the width of the view rectangle
* @param {number} height the height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
@ -26,36 +26,43 @@ Phaser.Camera = function (game, id, x, y, width, height) {
/**
* Camera view.
* @property view
* @type {Rectangle}
*/
this.view = new Phaser.Rectangle(x, y, width, height);
/**
* Used by Sprites to work out Camera culling.
* @property screenView
* @type {Rectangle}
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
/**
* Sprite moving inside this Rectangle will not cause camera moving.
* @property deadzone
* @type {Rectangle}
*/
this.deadzone = null;
/**
* Whether this camera is visible or not. (default is true)
* @property visible
* @default true
* @type {bool}
*/
this.visible = true;
/**
* Whether this camera is flush with the World Bounds or not.
* @property atLimit
* @type {bool}
*/
this.atLimit = { x: false, y: false };
/**
* If the camera is tracking a Sprite, this is a reference to it, otherwise null
* @property target
* @type {Sprite}
*/
this.target = null;
@ -74,6 +81,7 @@ Phaser.Camera.prototype = {
/**
* Tells this camera which sprite to follow.
* @method follow
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
*/
@ -113,6 +121,7 @@ Phaser.Camera.prototype = {
/**
* Move the camera focus to this location instantly.
* @method focusOnXY
* @param x {number} X position.
* @param y {number} Y position.
*/
@ -125,6 +134,7 @@ Phaser.Camera.prototype = {
/**
* Update focusing and scrolling.
* @method update
*/
update: function () {
@ -172,6 +182,10 @@ Phaser.Camera.prototype = {
},
/**
* Method called to ensure the camera doesn't venture outside of the game world
* @method checkWorldBounds
*/
checkWorldBounds: function () {
this.atLimit.x = false;
@ -206,6 +220,14 @@ Phaser.Camera.prototype = {
},
/**
* A helper function to set both the X and Y properties of the camera at once
* without having to use game.camera.x and game.camera.y
*
* @method setPosition
* @param x {number} X position.
* @param y {number} Y position.
*/
setPosition: function (x, y) {
this.view.x = x;
@ -214,6 +236,13 @@ Phaser.Camera.prototype = {
},
/**
* Sets the size of the view rectangle
*
* @method setSize
* @param x {number} X position.
* @param y {number} Y position.
*/
setSize: function (width, height) {
this.view.width = width;