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https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
Updated debug header and added more info to the project template.
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581d637663
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8 changed files with 71 additions and 10 deletions
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@ -1,6 +1,6 @@
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{
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"name": "Phaser",
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"version": "1.1.1",
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"version": "1.1.2",
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"description": "HTML5 game framework",
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"repository": {
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"type": "git",
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@ -1,7 +1,26 @@
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BasicGame.Game = function (game) {
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// Honestly, just about anything could go here.
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// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
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this.game; // a reference to the currently running game
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this.add; // used to add sprites, text, groups, etc
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this.camera; // a reference to the game camera
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this.cache; // the game cache
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this.input; // the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it)
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this.load; // for preloading assets
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this.math; // lots of useful common math operations
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this.sound; // the sound manager - add a sound, play one, set-up markers, etc
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this.stage; // the game stage
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this.time; // the clock
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this.tweens; // the tween manager
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this.world; // the game world
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this.particles; // the particle manager
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this.physics; // the physics manager
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this.rnd; // the repeatable random number generator
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// You can use any of these from any function within this State.
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// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.
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};
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BIN
resources/wip/sprites/orbit/1 logo.png
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BIN
resources/wip/sprites/orbit/1 logo.png
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Binary file not shown.
After Width: | Height: | Size: 5 KiB |
BIN
resources/wip/sprites/orbit/2 menu.png
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BIN
resources/wip/sprites/orbit/2 menu.png
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After Width: | Height: | Size: 3.4 KiB |
BIN
resources/wip/sprites/orbit/3 bg.png
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BIN
resources/wip/sprites/orbit/3 bg.png
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Binary file not shown.
After Width: | Height: | Size: 1.1 KiB |
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@ -10,6 +10,7 @@
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var Phaser = Phaser || {
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VERSION: '<%= version %>',
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DEV_VERSION: '1.1.2',
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GAMES: [],
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AUTO: 0,
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CANVAS: 1,
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@ -306,14 +306,7 @@ Phaser.Game.prototype = {
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this.load.onLoadComplete.add(this.loadComplete, this);
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if (this.renderType == Phaser.CANVAS)
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{
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console.log('%cPhaser initialized. Rendering to Canvas.', 'color: #ffff33; background: #000000');
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}
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else
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{
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console.log('%cPhaser initialized. Rendering to WebGL.', 'color: #ffff33; background: #000000');
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}
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this.showDebugHeader();
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this.isRunning = true;
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this._loadComplete = false;
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@ -325,6 +318,48 @@ Phaser.Game.prototype = {
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},
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/**
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* Displays a Phaser version debug header in the console.
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*
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* @method Phaser.Game#showDebugHeader
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* @protected
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*/
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showDebugHeader: function () {
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var v = Phaser.DEV_VERSION;
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var r = 'Canvas';
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var a = 'HTML Audio';
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if (this.renderType == Phaser.WEBGL)
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{
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r = 'WebGL';
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}
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if (this.device.webAudio)
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{
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a = 'WebAudio';
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}
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if (this.device.chrome)
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{
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var args = [
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'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
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'background: #00bff3',
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'background: #0072bc',
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'color: #ffffff; background: #003471',
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'background: #0072bc',
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'background: #00bff3'
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];
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console.log.apply(console, args);
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}
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else
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{
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console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
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}
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},
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/**
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* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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*
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@ -142,6 +142,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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}
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}
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/**
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* The rectangular area from the texture that will be rendered.
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* @property {Phaser.Rectangle} textureRegion
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*/
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this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height);
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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