mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 06:00:41 +00:00
Added loop and yoyo properties to Tweens
This commit is contained in:
parent
b1d836dfaf
commit
7b4374cabf
30 changed files with 1624 additions and 703 deletions
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@ -12,7 +12,7 @@
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* sprite specific animations.
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*/
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module Phaser {
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module Phaser.Components {
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export class AnimationManager {
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@ -22,10 +22,10 @@ module Phaser {
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*
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* @param parent {Sprite} Owner sprite of this manager.
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*/
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constructor(game: Game, parent: Sprite) {
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constructor(parent: Sprite) {
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this._game = game;
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this._parent = parent;
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this._game = parent.game;
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this._anims = {};
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}
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@ -12,13 +12,13 @@ module Phaser.Components {
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export class Texture {
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constructor(parent: Sprite, key?: string = '', canvas?: HTMLCanvasElement = null, context?: CanvasRenderingContext2D = null) {
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constructor(parent: Sprite, key?: string = '') {
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this._game = parent.game;
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this._sprite = parent;
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this.canvas = canvas;
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this.context = context;
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this.canvas = parent.game.stage.canvas;
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this.context = parent.game.stage.context;
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this.alpha = 1;
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this.flippedX = false;
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this.flippedY = false;
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@ -137,10 +137,10 @@ module Phaser.Components {
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*/
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public loadImage(key: string, clearAnimations: bool = true) {
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//if (clearAnimations && sprite.animations.frameData !== null)
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//{
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// sprite.animations.destroy();
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//}
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if (clearAnimations && this._sprite.animations.frameData !== null)
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{
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this._sprite.animations.destroy();
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}
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if (this._game.cache.getImage(key) !== null)
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{
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@ -148,16 +148,12 @@ module Phaser.Components {
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if (this._game.cache.isSpriteSheet(key))
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{
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//sprite.animations.loadFrameData(sprite._game.cache.getFrameData(key));
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//sprite.collisionMask.width = sprite.animations.currentFrame.width;
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//sprite.collisionMask.height = sprite.animations.currentFrame.height;
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this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
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}
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else
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{
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this._sprite.frameBounds.width = this.width;
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this._sprite.frameBounds.height = this.height;
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//sprite.collisionMask.width = sprite._texture.width;
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//sprite.collisionMask.height = sprite._texture.height;
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}
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}
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@ -170,10 +166,10 @@ module Phaser.Components {
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*/
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public loadDynamicTexture(texture: DynamicTexture) {
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//if (sprite.animations.frameData !== null)
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//{
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// sprite.animations.destroy();
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//}
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if (this._sprite.animations.frameData !== null)
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{
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this._sprite.animations.destroy();
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}
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this.setTo(null, texture);
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this._sprite.frameBounds.width = this.width;
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@ -230,6 +230,15 @@ module Phaser {
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}
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/**
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* Check if both the x and y of this vector equal the given value.
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*
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* @return {Boolean}
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*/
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public equals(value): bool {
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return (this.x == value && this.y == value);
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}
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/**
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* Returns a string representation of this object.
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* @method toString
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@ -1,4 +1,5 @@
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/// <reference path="../Game.ts" />
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/// <reference path="../core/Vec2.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../components/animation/AnimationManager.ts" />
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/// <reference path="../components/sprite/Texture.ts" />
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@ -34,19 +35,23 @@ module Phaser {
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this.alive = true;
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this.frameBounds = new Rectangle(x, y, width, height);
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this.origin = new Phaser.Vec2(0, 0);
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this.scrollFactor = new Phaser.Vec2(1, 1);
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this.scale = new Phaser.Vec2(1, 1);
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this.x = x;
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this.y = y;
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this.z = 0;
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this.z = 0; // not used yet
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this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
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this.animations = new Phaser.Components.AnimationManager(this);
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this.texture = new Phaser.Components.Texture(this, key);
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this.width = this.frameBounds.width;
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this.height = this.frameBounds.height;
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// Transform related (if we add any more then move to a component)
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this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
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this.scale = new Phaser.Vec2(1, 1);
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this.skew = new Phaser.Vec2(0, 0);
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}
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/**
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@ -99,6 +104,12 @@ module Phaser {
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*/
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public texture: Phaser.Components.Texture;
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/**
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* This manages animations of the sprite. You can modify animations though it. (see AnimationManager)
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* @type AnimationManager
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*/
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public animations: Phaser.Components.AnimationManager;
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/**
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* The frame boundary around this Sprite.
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* For non-animated sprites this matches the loaded texture dimensions.
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@ -111,6 +122,16 @@ module Phaser {
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*/
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public scale: Phaser.Vec2;
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/**
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* Skew the Sprite along the x and y axis. A skew value of 0 is no skew.
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*/
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public skew: Phaser.Vec2;
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/**
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* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
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*/
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public modified: bool = false;
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/**
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* The influence of camera movement upon the Sprite.
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*/
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@ -159,6 +180,34 @@ module Phaser {
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this._rotation = this.game.math.wrap(value, 360, 0);
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}
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/**
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* Set the animation frame by frame number.
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*/
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public set frame(value: number) {
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this.animations.frame = value;
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}
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/**
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* Get the animation frame number.
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*/
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public get frame(): number {
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return this.animations.frame;
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}
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/**
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* Set the animation frame by frame name.
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*/
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public set frameName(value: string) {
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this.animations.frameName = value;
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}
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/**
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* Get the animation frame name.
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*/
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public get frameName(): string {
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return this.animations.frameName;
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}
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/**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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@ -169,6 +218,11 @@ module Phaser {
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//this.collisionMask.preUpdate();
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if (this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.rotation != 0 || this.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY))
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{
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this.modified = true;
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}
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}
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/**
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@ -182,9 +236,9 @@ module Phaser {
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*/
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public postUpdate() {
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/*
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this.animations.update();
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/*
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if (this.moves)
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{
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this.updateMotion();
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@ -232,6 +286,11 @@ module Phaser {
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this.touching = Collision.NONE;
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*/
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if (this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.rotation == 0 && this.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
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{
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this.modified = false;
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}
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}
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/**
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@ -103,20 +103,20 @@ module Phaser {
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this._dw = sprite.frameBounds.width;
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this._dh = sprite.frameBounds.height;
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/*
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if (this._dynamicTexture == false && this.animations.currentFrame !== null)
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if (sprite.animations.currentFrame !== null)
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{
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this._sx = this.animations.currentFrame.x;
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this._sy = this.animations.currentFrame.y;
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this._sx = sprite.animations.currentFrame.x;
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this._sy = sprite.animations.currentFrame.y;
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if (this.animations.currentFrame.trimmed)
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if (sprite.animations.currentFrame.trimmed)
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{
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this._dx += this.animations.currentFrame.spriteSourceSizeX;
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this._dy += this.animations.currentFrame.spriteSourceSizeY;
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this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
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this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
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}
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}
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// Apply camera difference - looks like this is already applied?
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/*
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if (sprite.scrollFactor.x !== 1 || sprite.scrollFactor.y !== 1)
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{
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//this._dx -= (camera.worldView.x * this.scrollFactor.x);
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@ -125,7 +125,7 @@ module Phaser {
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*/
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// Rotation and Flipped
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if (sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY)
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if (sprite.modified)
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{
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if (sprite.texture.renderRotation == true && (sprite.rotation !== 0 || sprite.rotationOffset !== 0))
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{
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@ -142,15 +142,17 @@ module Phaser {
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// f = translate y
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sprite.texture.context.save();
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sprite.texture.context.setTransform(this._cos * this._fx, this._sin * this._fx, -this._sin * this._fy, this._cos * this._fy, this._dx, this._dy);
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sprite.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + sprite.skew.x, -(this._sin * this._fy) + sprite.skew.y, this._cos * this._fy, this._dx, this._dy);
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this._dx = -sprite.origin.x;
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this._dy = -sprite.origin.y;
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}
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else
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{
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this._dw = sprite.frameBounds.width * sprite.scale.x;
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this._dh = sprite.frameBounds.height * sprite.scale.y;
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this._dx -= sprite.origin.x;
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this._dy -= sprite.origin.y;
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//this._dw = sprite.frameBounds.width * sprite.scale.x;
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//this._dh = sprite.frameBounds.height * sprite.scale.y;
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}
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this._sx = Math.round(this._sx);
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@ -183,7 +185,7 @@ module Phaser {
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sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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}
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if (sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY)
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if (sprite.modified)
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{
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sprite.texture.context.restore();
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}
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@ -82,6 +82,23 @@ module Phaser {
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private _delayTime = 0;
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private _startTime = null;
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// Temp vars to avoid gc spikes
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private _tempElapsed: number;
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private _tempValue;
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/**
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* Will this tween automatically restart when it completes?
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* @type {boolean}
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*/
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private _loop: bool = false;
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/**
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* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
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* @type {boolean}
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*/
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private _yoyo: bool = false;
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private _yoyoCount: number = 0;
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/**
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* Easing function which actually updating this tween.
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* @type {function}
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@ -120,9 +137,10 @@ module Phaser {
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* @param [ease] {any} Easing function.
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* @param [autoStart] {boolean} Whether this tween will start automatically or not.
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* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
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* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
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* @return {Tween} Itself.
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*/
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public to(properties, duration?: number = 1000, ease?: any = null, autoStart?: bool = false, delay?:number = 0) {
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public to(properties, duration?: number = 1000, ease?: any = null, autoStart?: bool = false, delay?:number = 0, loop?:bool = false, yoyo?:bool = false): Tween {
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this._duration = duration;
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@ -139,6 +157,10 @@ module Phaser {
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this._delayTime = delay;
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}
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this._loop = loop;
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this._yoyo = yoyo;
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this._yoyoCount = 0;
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if (autoStart === true)
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{
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return this.start();
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@ -150,19 +172,37 @@ module Phaser {
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}
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public loop(value: bool): Tween {
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this._loop = value;
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return this;
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}
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public yoyo(value: bool): Tween {
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this._yoyo = value;
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this._yoyoCount = 0;
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return this;
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}
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/**
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* Start to tween.
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*/
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public start() {
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public start(looped: bool = false): Tween {
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if (this._game === null || this._object === null)
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{
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return;
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}
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this._manager.add(this);
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if (looped == false)
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{
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this._manager.add(this);
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this.onStart.dispatch(this._object);
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this.onStart.dispatch(this._object);
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}
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this._startTime = this._game.time.now + this._delayTime;
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this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]);
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}
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this._valuesStart[property] = this._object[property];
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if (looped == false)
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{
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this._valuesStart[property] = this._object[property];
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}
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}
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@ -195,7 +238,36 @@ module Phaser {
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}
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public clear() {
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public reverse() {
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var tempObj = {};
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for (var property in this._valuesStart)
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{
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tempObj[property] = this._valuesStart[property];
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this._valuesStart[property] = this._valuesEnd[property];
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this._valuesEnd[property] = tempObj[property];
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}
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this._yoyoCount++;
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return this.start(true);
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}
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public reset(): Tween {
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// Reset the properties back to what they were before
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for (var property in this._valuesStart)
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{
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this._object[property] = this._valuesStart[property];
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}
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return this.start(true);
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}
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public clear(): Tween {
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this._chainedTweens = [];
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@ -210,7 +282,7 @@ module Phaser {
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/**
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* Stop tweening.
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*/
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public stop() {
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public stop(): Tween {
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if (this._manager !== null)
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{
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@ -259,7 +331,7 @@ module Phaser {
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* @param tween {Phaser.Tween} Tween object you want to chain with this.
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* @return {Phaser.Tween} Itselfe.
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*/
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public chain(tween:Phaser.Tween) {
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public chain(tween:Phaser.Tween): Tween {
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this._chainedTweens.push(tween);
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@ -267,11 +339,6 @@ module Phaser {
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}
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/**
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* Debug value?
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*/
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public debugValue;
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/**
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* Update tweening.
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* @param time {number} Current time from game clock.
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@ -301,36 +368,72 @@ module Phaser {
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return true;
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}
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var elapsed = (time - this._startTime) / this._duration;
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elapsed = elapsed > 1 ? 1 : elapsed;
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this._tempElapsed = (time - this._startTime) / this._duration;
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this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed;
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var value = this._easingFunction(elapsed);
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this._tempValue = this._easingFunction(this._tempElapsed);
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for (var property in this._valuesStart)
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{
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// Add checks for object, array, numeric up front
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if (this._valuesEnd[property] instanceof Array)
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{
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this._object[property] = this._interpolationFunction(this._valuesEnd[property], value);
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this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue);
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}
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else
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{
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this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value;
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this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue;
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}
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}
|
||||
|
||||
this.onUpdate.dispatch(this._object, value);
|
||||
this.onUpdate.dispatch(this._object, this._tempValue);
|
||||
|
||||
if (elapsed == 1)
|
||||
if (this._tempElapsed == 1)
|
||||
{
|
||||
this.onComplete.dispatch(this._object);
|
||||
|
||||
for (var i = 0; i < this._chainedTweens.length; i++)
|
||||
// Yoyo?
|
||||
if (this._yoyo)
|
||||
{
|
||||
this._chainedTweens[i].start();
|
||||
if (this._yoyoCount == 0)
|
||||
{
|
||||
// Reverse the tween
|
||||
this.reverse();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We've yoyo'd once already, quit?
|
||||
if (this._loop == false)
|
||||
{
|
||||
this.onComplete.dispatch(this._object);
|
||||
|
||||
for (var i = 0; i < this._chainedTweens.length; i++)
|
||||
{
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
// Loop?
|
||||
if (this._loop)
|
||||
{
|
||||
this._yoyoCount = 0;
|
||||
this.reset();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.onComplete.dispatch(this._object);
|
||||
|
||||
for (var i = 0; i < this._chainedTweens.length; i++)
|
||||
{
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
11
README.md
11
README.md
|
@ -24,13 +24,13 @@ TODO:
|
|||
|
||||
* Dispatch world resize event
|
||||
* Removed ignoreGlobalUpdate because it checks exists etc in the Group update, so remove those checks from Sprite.update (same for render)
|
||||
|
||||
|
||||
* Investigate why tweens don't restart after the game pauses
|
||||
* Fix bug in Tween yoyo + loop combo
|
||||
|
||||
V1.0.0
|
||||
|
||||
* Massive refactoring across the entire codebase.
|
||||
* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods, now down to < 30.
|
||||
* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32.
|
||||
* Added a new headless renderer for non-display related performance testing.
|
||||
* Added camera type to the CameraManager for future non-orthographic cameras.
|
||||
* Added Camera.destroy - now clears down the FX and unregisters itself from the CameraManager.
|
||||
|
@ -40,7 +40,10 @@ V1.0.0
|
|||
* Added Sprite.render which is a reference to IRenderer.renderSprite, but can be overridden for custom handling.
|
||||
* Refactored QuadTree so it no longer creates any temporary variables in any methods.
|
||||
* The Sprite Renderer now uses a single setTransform for scale, rotation and translation that respects the Sprite.origin value in all cases.
|
||||
|
||||
* Sprite.modified is set to true if scale, rotation, skew or flip have been used.
|
||||
* By default the Sprite.origin is set to the center of the sprite, but can be offset to anywhere.
|
||||
* Added Tween.loop property so they can now re-run themselves indefinitely.
|
||||
* Added Tween.yoyo property so they can reverse themselves after completing.
|
||||
|
||||
V0.9.6
|
||||
|
||||
|
|
|
@ -53,13 +53,41 @@
|
|||
<TypeScriptSourceMap>false</TypeScriptSourceMap>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="tweens\tween loop 1.js">
|
||||
<DependentUpon>tween loop 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="tweens\tween loop 2.js">
|
||||
<DependentUpon>tween loop 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="tweens\tween loop 2.ts" />
|
||||
<TypeScriptCompile Include="tweens\tween loop 1.ts" />
|
||||
<TypeScriptCompile Include="sprites\animation 1.ts" />
|
||||
<Content Include="sprites\animation 1.js">
|
||||
<DependentUpon>animation 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="sprites\animation 2.ts" />
|
||||
<Content Include="sprites\animation 2.js">
|
||||
<DependentUpon>animation 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\create sprite 1.js">
|
||||
<DependentUpon>create sprite 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="sprites\scale origin 1.ts" />
|
||||
<Content Include="sprites\scale origin 1.js">
|
||||
<DependentUpon>scale origin 1.ts</DependentUpon>
|
||||
<Content Include="sprites\sprite origin 1.js">
|
||||
<DependentUpon>sprite origin 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\sprite origin 2.js">
|
||||
<DependentUpon>sprite origin 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\sprite origin 3.js">
|
||||
<DependentUpon>sprite origin 3.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\sprite origin 4.js">
|
||||
<DependentUpon>sprite origin 4.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="sprites\sprite origin 4.ts" />
|
||||
<TypeScriptCompile Include="sprites\sprite origin 3.ts" />
|
||||
<TypeScriptCompile Include="sprites\sprite origin 2.ts" />
|
||||
<TypeScriptCompile Include="sprites\sprite origin 1.ts" />
|
||||
<Content Include="sprites\scale sprite 1.js">
|
||||
<DependentUpon>scale sprite 1.ts</DependentUpon>
|
||||
</Content>
|
||||
|
@ -86,5 +114,6 @@
|
|||
<DependentUpon>boot screen.ts</DependentUpon>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
|
||||
</Project>
|
612
Tests/phaser.js
612
Tests/phaser.js
|
@ -1986,6 +1986,14 @@ var Phaser;
|
|||
this.y = -this.y;
|
||||
return this;
|
||||
};
|
||||
Vec2.prototype.equals = /**
|
||||
* Check if both the x and y of this vector equal the given value.
|
||||
*
|
||||
* @return {Boolean}
|
||||
*/
|
||||
function (value) {
|
||||
return (this.x == value && this.y == value);
|
||||
};
|
||||
Vec2.prototype.toString = /**
|
||||
* Returns a string representation of this object.
|
||||
* @method toString
|
||||
|
@ -2436,204 +2444,207 @@ var Phaser;
|
|||
})();
|
||||
Phaser.FrameData = FrameData;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../gameobjects/Sprite.ts" />
|
||||
/// <reference path="../../loader/AnimationLoader.ts" />
|
||||
/// <reference path="Animation.ts" />
|
||||
/// <reference path="Frame.ts" />
|
||||
/// <reference path="FrameData.ts" />
|
||||
/**
|
||||
* Phaser - AnimationManager
|
||||
*
|
||||
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
|
||||
* sprite specific animations.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var AnimationManager = (function () {
|
||||
/**
|
||||
* AnimationManager constructor
|
||||
* Create a new <code>AnimationManager</code>.
|
||||
*
|
||||
* @param parent {Sprite} Owner sprite of this manager.
|
||||
*/
|
||||
function AnimationManager(game, parent) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../gameobjects/Sprite.ts" />
|
||||
/// <reference path="../../loader/AnimationLoader.ts" />
|
||||
/// <reference path="Animation.ts" />
|
||||
/// <reference path="Frame.ts" />
|
||||
/// <reference path="FrameData.ts" />
|
||||
/**
|
||||
* Phaser - AnimationManager
|
||||
*
|
||||
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
|
||||
* sprite specific animations.
|
||||
*/
|
||||
(function (Components) {
|
||||
var AnimationManager = (function () {
|
||||
/**
|
||||
* Data contains animation frames.
|
||||
* @type {FrameData}
|
||||
* AnimationManager constructor
|
||||
* Create a new <code>AnimationManager</code>.
|
||||
*
|
||||
* @param parent {Sprite} Owner sprite of this manager.
|
||||
*/
|
||||
this._frameData = null;
|
||||
/**
|
||||
* Keeps track of the current frame of animation.
|
||||
*/
|
||||
this.currentFrame = null;
|
||||
this._game = game;
|
||||
this._parent = parent;
|
||||
this._anims = {
|
||||
};
|
||||
}
|
||||
AnimationManager.prototype.loadFrameData = /**
|
||||
* Load animation frame data.
|
||||
* @param frameData Data to be loaded.
|
||||
*/
|
||||
function (frameData) {
|
||||
this._frameData = frameData;
|
||||
this.frame = 0;
|
||||
};
|
||||
AnimationManager.prototype.add = /**
|
||||
* Add a new animation.
|
||||
* @param name {string} What this animation should be called (e.g. "run").
|
||||
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
|
||||
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
|
||||
* @return {Animation} The Animation that was created
|
||||
*/
|
||||
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;
|
||||
function AnimationManager(parent) {
|
||||
/**
|
||||
* Data contains animation frames.
|
||||
* @type {FrameData}
|
||||
*/
|
||||
this._frameData = null;
|
||||
/**
|
||||
* Keeps track of the current frame of animation.
|
||||
*/
|
||||
this.currentFrame = null;
|
||||
this._parent = parent;
|
||||
this._game = parent.game;
|
||||
this._anims = {
|
||||
};
|
||||
}
|
||||
if(frames == null) {
|
||||
frames = this._frameData.getFrameIndexes();
|
||||
} else {
|
||||
if(this.validateFrames(frames, useNumericIndex) == false) {
|
||||
throw Error('Invalid frames given to Animation ' + name);
|
||||
AnimationManager.prototype.loadFrameData = /**
|
||||
* Load animation frame data.
|
||||
* @param frameData Data to be loaded.
|
||||
*/
|
||||
function (frameData) {
|
||||
this._frameData = frameData;
|
||||
this.frame = 0;
|
||||
};
|
||||
AnimationManager.prototype.add = /**
|
||||
* Add a new animation.
|
||||
* @param name {string} What this animation should be called (e.g. "run").
|
||||
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
|
||||
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
|
||||
* @return {Animation} The Animation that was created
|
||||
*/
|
||||
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(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];
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
return this._anims[name];
|
||||
};
|
||||
AnimationManager.prototype.validateFrames = /**
|
||||
* Check whether the frames is valid.
|
||||
* @param frames {any[]} Frames to be validated.
|
||||
* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
|
||||
* @return {boolean} True if they're valid, otherwise return false.
|
||||
*/
|
||||
function (frames, useNumericIndex) {
|
||||
for(var i = 0; i < frames.length; i++) {
|
||||
if(useNumericIndex == true) {
|
||||
if(frames[i] > this._frameData.total) {
|
||||
return false;
|
||||
}
|
||||
if(frames == null) {
|
||||
frames = this._frameData.getFrameIndexes();
|
||||
} else {
|
||||
if(this._frameData.checkFrameName(frames[i]) == false) {
|
||||
return false;
|
||||
if(this.validateFrames(frames, useNumericIndex) == false) {
|
||||
throw Error('Invalid frames given to Animation ' + name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
AnimationManager.prototype.play = /**
|
||||
* Play animation with specific name.
|
||||
* @param name {string} The string name of the animation you want to play.
|
||||
* @param frameRate {number} FrameRate you want to specify instead of using default.
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
*/
|
||||
function (name, frameRate, loop) {
|
||||
if (typeof frameRate === "undefined") { frameRate = null; }
|
||||
if(this._anims[name]) {
|
||||
if(this.currentAnim == this._anims[name]) {
|
||||
if(this.currentAnim.isPlaying == false) {
|
||||
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];
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
return this._anims[name];
|
||||
};
|
||||
AnimationManager.prototype.validateFrames = /**
|
||||
* Check whether the frames is valid.
|
||||
* @param frames {any[]} Frames to be validated.
|
||||
* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
|
||||
* @return {boolean} True if they're valid, otherwise return false.
|
||||
*/
|
||||
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;
|
||||
};
|
||||
AnimationManager.prototype.play = /**
|
||||
* Play animation with specific name.
|
||||
* @param name {string} The string name of the animation you want to play.
|
||||
* @param frameRate {number} FrameRate you want to specify instead of using default.
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
*/
|
||||
function (name, frameRate, loop) {
|
||||
if (typeof frameRate === "undefined") { frameRate = null; }
|
||||
if(this._anims[name]) {
|
||||
if(this.currentAnim == this._anims[name]) {
|
||||
if(this.currentAnim.isPlaying == false) {
|
||||
this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
} else {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
} else {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
}
|
||||
};
|
||||
AnimationManager.prototype.stop = /**
|
||||
* Stop animation by name.
|
||||
* Current animation will be automatically set to the stopped one.
|
||||
*/
|
||||
function (name) {
|
||||
if(this._anims[name]) {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop();
|
||||
}
|
||||
};
|
||||
AnimationManager.prototype.update = /**
|
||||
* Update animation and parent sprite's bounds.
|
||||
*/
|
||||
function () {
|
||||
if(this.currentAnim && this.currentAnim.update() == true) {
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AnimationManager.prototype, "frameData", {
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
|
||||
get: function () {
|
||||
if(this._frameData) {
|
||||
return this._frameData.total;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frame", {
|
||||
get: function () {
|
||||
return this._frameIndex;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrame(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = value;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameName", {
|
||||
get: function () {
|
||||
return this.currentFrame.name;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrameByName(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
AnimationManager.prototype.destroy = /**
|
||||
* Removes all related references
|
||||
*/
|
||||
function () {
|
||||
this._anims = {
|
||||
};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
};
|
||||
return AnimationManager;
|
||||
})();
|
||||
Phaser.AnimationManager = AnimationManager;
|
||||
AnimationManager.prototype.stop = /**
|
||||
* Stop animation by name.
|
||||
* Current animation will be automatically set to the stopped one.
|
||||
*/
|
||||
function (name) {
|
||||
if(this._anims[name]) {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop();
|
||||
}
|
||||
};
|
||||
AnimationManager.prototype.update = /**
|
||||
* Update animation and parent sprite's bounds.
|
||||
*/
|
||||
function () {
|
||||
if(this.currentAnim && this.currentAnim.update() == true) {
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AnimationManager.prototype, "frameData", {
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
|
||||
get: function () {
|
||||
if(this._frameData) {
|
||||
return this._frameData.total;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frame", {
|
||||
get: function () {
|
||||
return this._frameIndex;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrame(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = value;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameName", {
|
||||
get: function () {
|
||||
return this.currentFrame.name;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrameByName(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
AnimationManager.prototype.destroy = /**
|
||||
* Removes all related references
|
||||
*/
|
||||
function () {
|
||||
this._anims = {
|
||||
};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
};
|
||||
return AnimationManager;
|
||||
})();
|
||||
Components.AnimationManager = AnimationManager;
|
||||
})(Phaser.Components || (Phaser.Components = {}));
|
||||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Point.ts" />
|
||||
|
@ -3680,10 +3691,8 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Texture = (function () {
|
||||
function Texture(parent, key, canvas, context) {
|
||||
function Texture(parent, key) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
if (typeof canvas === "undefined") { canvas = null; }
|
||||
if (typeof context === "undefined") { context = null; }
|
||||
/**
|
||||
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
|
||||
*/
|
||||
|
@ -3716,8 +3725,8 @@ var Phaser;
|
|||
this.flippedY = false;
|
||||
this._game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.canvas = canvas;
|
||||
this.context = context;
|
||||
this.canvas = parent.game.stage.canvas;
|
||||
this.context = parent.game.stage.context;
|
||||
this.alpha = 1;
|
||||
this.flippedX = false;
|
||||
this.flippedY = false;
|
||||
|
@ -3752,22 +3761,17 @@ var Phaser;
|
|||
*/
|
||||
function (key, clearAnimations) {
|
||||
if (typeof clearAnimations === "undefined") { clearAnimations = true; }
|
||||
//if (clearAnimations && sprite.animations.frameData !== null)
|
||||
//{
|
||||
// sprite.animations.destroy();
|
||||
//}
|
||||
if(clearAnimations && this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
if(this._game.cache.getImage(key) !== null) {
|
||||
this.setTo(this._game.cache.getImage(key), null);
|
||||
if(this._game.cache.isSpriteSheet(key)) {
|
||||
//sprite.animations.loadFrameData(sprite._game.cache.getFrameData(key));
|
||||
//sprite.collisionMask.width = sprite.animations.currentFrame.width;
|
||||
//sprite.collisionMask.height = sprite.animations.currentFrame.height;
|
||||
} else {
|
||||
this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
|
||||
} else {
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
this._sprite.frameBounds.height = this.height;
|
||||
//sprite.collisionMask.width = sprite._texture.width;
|
||||
//sprite.collisionMask.height = sprite._texture.height;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
Texture.prototype.loadDynamicTexture = /**
|
||||
|
@ -3776,10 +3780,9 @@ var Phaser;
|
|||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
function (texture) {
|
||||
//if (sprite.animations.frameData !== null)
|
||||
//{
|
||||
// sprite.animations.destroy();
|
||||
//}
|
||||
if(this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
this.setTo(null, texture);
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
this._sprite.frameBounds.height = this.height;
|
||||
|
@ -3821,6 +3824,7 @@ var Phaser;
|
|||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Vec2.ts" />
|
||||
/// <reference path="../core/Rectangle.ts" />
|
||||
/// <reference path="../components/animation/AnimationManager.ts" />
|
||||
/// <reference path="../components/sprite/Texture.ts" />
|
||||
|
@ -3853,6 +3857,10 @@ var Phaser;
|
|||
*/
|
||||
this._rotation = 0;
|
||||
/**
|
||||
* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
|
||||
*/
|
||||
this.modified = false;
|
||||
/**
|
||||
* x value of the object.
|
||||
*/
|
||||
this.x = 0;
|
||||
|
@ -3879,15 +3887,19 @@ var Phaser;
|
|||
this.visible = true;
|
||||
this.alive = true;
|
||||
this.frameBounds = new Phaser.Rectangle(x, y, width, height);
|
||||
this.origin = new Phaser.Vec2(0, 0);
|
||||
this.scrollFactor = new Phaser.Vec2(1, 1);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = 0;
|
||||
this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
|
||||
this.z = 0// not used yet
|
||||
;
|
||||
this.animations = new Phaser.Components.AnimationManager(this);
|
||||
this.texture = new Phaser.Components.Texture(this, key);
|
||||
this.width = this.frameBounds.width;
|
||||
this.height = this.frameBounds.height;
|
||||
// Transform related (if we add any more then move to a component)
|
||||
this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.skew = new Phaser.Vec2(0, 0);
|
||||
}
|
||||
Object.defineProperty(Sprite.prototype, "rotation", {
|
||||
get: /**
|
||||
|
@ -3906,6 +3918,38 @@ var Phaser;
|
|||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Sprite.prototype, "frame", {
|
||||
get: /**
|
||||
* Get the animation frame number.
|
||||
*/
|
||||
function () {
|
||||
return this.animations.frame;
|
||||
},
|
||||
set: /**
|
||||
* Set the animation frame by frame number.
|
||||
*/
|
||||
function (value) {
|
||||
this.animations.frame = value;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Sprite.prototype, "frameName", {
|
||||
get: /**
|
||||
* Get the animation frame name.
|
||||
*/
|
||||
function () {
|
||||
return this.animations.frameName;
|
||||
},
|
||||
set: /**
|
||||
* Set the animation frame by frame name.
|
||||
*/
|
||||
function (value) {
|
||||
this.animations.frameName = value;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Sprite.prototype.preUpdate = /**
|
||||
* Pre-update is called right before update() on each object in the game loop.
|
||||
*/
|
||||
|
@ -3913,7 +3957,10 @@ var Phaser;
|
|||
//this.last.x = this.frameBounds.x;
|
||||
//this.last.y = this.frameBounds.y;
|
||||
//this.collisionMask.preUpdate();
|
||||
};
|
||||
if(this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.rotation != 0 || this.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
|
||||
this.modified = true;
|
||||
}
|
||||
};
|
||||
Sprite.prototype.update = /**
|
||||
* Override this function to update your class's position and appearance.
|
||||
*/
|
||||
|
@ -3923,9 +3970,8 @@ var Phaser;
|
|||
* Automatically called after update() by the game loop.
|
||||
*/
|
||||
function () {
|
||||
/*
|
||||
this.animations.update();
|
||||
|
||||
/*
|
||||
if (this.moves)
|
||||
{
|
||||
this.updateMotion();
|
||||
|
@ -3972,7 +4018,10 @@ var Phaser;
|
|||
this.wasTouching = this.touching;
|
||||
this.touching = Collision.NONE;
|
||||
*/
|
||||
};
|
||||
if(this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.rotation == 0 && this.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
|
||||
this.modified = false;
|
||||
}
|
||||
};
|
||||
Sprite.prototype.destroy = /**
|
||||
* Clean up memory.
|
||||
*/
|
||||
|
@ -5077,6 +5126,17 @@ var Phaser;
|
|||
this._delayTime = 0;
|
||||
this._startTime = null;
|
||||
/**
|
||||
* Will this tween automatically restart when it completes?
|
||||
* @type {boolean}
|
||||
*/
|
||||
this._loop = false;
|
||||
/**
|
||||
* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
|
||||
* @type {boolean}
|
||||
*/
|
||||
this._yoyo = false;
|
||||
this._yoyoCount = 0;
|
||||
/**
|
||||
* Contains chained tweens.
|
||||
* @type {Tweens[]}
|
||||
*/
|
||||
|
@ -5098,13 +5158,16 @@ var Phaser;
|
|||
* @param [ease] {any} Easing function.
|
||||
* @param [autoStart] {boolean} Whether this tween will start automatically or not.
|
||||
* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
|
||||
* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
|
||||
* @return {Tween} Itself.
|
||||
*/
|
||||
function (properties, duration, ease, autoStart, delay) {
|
||||
function (properties, duration, ease, autoStart, delay, loop, yoyo) {
|
||||
if (typeof duration === "undefined") { duration = 1000; }
|
||||
if (typeof ease === "undefined") { ease = null; }
|
||||
if (typeof autoStart === "undefined") { autoStart = false; }
|
||||
if (typeof delay === "undefined") { delay = 0; }
|
||||
if (typeof loop === "undefined") { loop = false; }
|
||||
if (typeof yoyo === "undefined") { yoyo = false; }
|
||||
this._duration = duration;
|
||||
// If properties isn't an object this will fail, sanity check it here somehow?
|
||||
this._valuesEnd = properties;
|
||||
|
@ -5114,21 +5177,36 @@ var Phaser;
|
|||
if(delay > 0) {
|
||||
this._delayTime = delay;
|
||||
}
|
||||
this._loop = loop;
|
||||
this._yoyo = yoyo;
|
||||
this._yoyoCount = 0;
|
||||
if(autoStart === true) {
|
||||
return this.start();
|
||||
} else {
|
||||
return this;
|
||||
}
|
||||
};
|
||||
Tween.prototype.loop = function (value) {
|
||||
this._loop = value;
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.yoyo = function (value) {
|
||||
this._yoyo = value;
|
||||
this._yoyoCount = 0;
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.start = /**
|
||||
* Start to tween.
|
||||
*/
|
||||
function () {
|
||||
function (looped) {
|
||||
if (typeof looped === "undefined") { looped = false; }
|
||||
if(this._game === null || this._object === null) {
|
||||
return;
|
||||
}
|
||||
this._manager.add(this);
|
||||
this.onStart.dispatch(this._object);
|
||||
if(looped == false) {
|
||||
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
|
||||
|
@ -5146,10 +5224,30 @@ var Phaser;
|
|||
this._object[property]
|
||||
].concat(this._valuesEnd[property]);
|
||||
}
|
||||
this._valuesStart[property] = this._object[property];
|
||||
if(looped == false) {
|
||||
this._valuesStart[property] = this._object[property];
|
||||
}
|
||||
}
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.reverse = function () {
|
||||
var tempObj = {
|
||||
};
|
||||
for(var property in this._valuesStart) {
|
||||
tempObj[property] = this._valuesStart[property];
|
||||
this._valuesStart[property] = this._valuesEnd[property];
|
||||
this._valuesEnd[property] = tempObj[property];
|
||||
}
|
||||
this._yoyoCount++;
|
||||
return this.start(true);
|
||||
};
|
||||
Tween.prototype.reset = function () {
|
||||
// Reset the properties back to what they were before
|
||||
for(var property in this._valuesStart) {
|
||||
this._object[property] = this._valuesStart[property];
|
||||
}
|
||||
return this.start(true);
|
||||
};
|
||||
Tween.prototype.clear = function () {
|
||||
this._chainedTweens = [];
|
||||
this.onStart.removeAll();
|
||||
|
@ -5234,24 +5332,48 @@ var Phaser;
|
|||
if(time < this._startTime) {
|
||||
return true;
|
||||
}
|
||||
var elapsed = (time - this._startTime) / this._duration;
|
||||
elapsed = elapsed > 1 ? 1 : elapsed;
|
||||
var value = this._easingFunction(elapsed);
|
||||
this._tempElapsed = (time - this._startTime) / this._duration;
|
||||
this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed;
|
||||
this._tempValue = this._easingFunction(this._tempElapsed);
|
||||
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);
|
||||
this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue);
|
||||
} else {
|
||||
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value;
|
||||
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue;
|
||||
}
|
||||
}
|
||||
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();
|
||||
this.onUpdate.dispatch(this._object, this._tempValue);
|
||||
if(this._tempElapsed == 1) {
|
||||
// Yoyo?
|
||||
if(this._yoyo) {
|
||||
if(this._yoyoCount == 0) {
|
||||
// Reverse the tween
|
||||
this.reverse();
|
||||
return true;
|
||||
} else {
|
||||
// We've yoyo'd once already, quit?
|
||||
if(this._loop == false) {
|
||||
this.onComplete.dispatch(this._object);
|
||||
for(var i = 0; i < this._chainedTweens.length; i++) {
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Loop?
|
||||
if(this._loop) {
|
||||
this._yoyoCount = 0;
|
||||
this.reset();
|
||||
return true;
|
||||
} else {
|
||||
this.onComplete.dispatch(this._object);
|
||||
for(var i = 0; i < this._chainedTweens.length; i++) {
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
@ -10376,20 +10498,16 @@ var Phaser;
|
|||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
/*
|
||||
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(sprite.animations.currentFrame !== null) {
|
||||
this._sx = sprite.animations.currentFrame.x;
|
||||
this._sy = sprite.animations.currentFrame.y;
|
||||
if(sprite.animations.currentFrame.trimmed) {
|
||||
this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
|
||||
this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply camera difference - looks like this is already applied?
|
||||
/*
|
||||
if (sprite.scrollFactor.x !== 1 || sprite.scrollFactor.y !== 1)
|
||||
{
|
||||
//this._dx -= (camera.worldView.x * this.scrollFactor.x);
|
||||
|
@ -10397,7 +10515,7 @@ var Phaser;
|
|||
}
|
||||
*/
|
||||
// Rotation and Flipped
|
||||
if(sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY) {
|
||||
if(sprite.modified) {
|
||||
if(sprite.texture.renderRotation == true && (sprite.rotation !== 0 || sprite.rotationOffset !== 0)) {
|
||||
this._sin = Math.sin(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.rotation));
|
||||
this._cos = Math.cos(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.rotation));
|
||||
|
@ -10410,13 +10528,15 @@ var Phaser;
|
|||
// e = translate x
|
||||
// f = translate y
|
||||
sprite.texture.context.save();
|
||||
sprite.texture.context.setTransform(this._cos * this._fx, this._sin * this._fx, -this._sin * this._fy, this._cos * this._fy, this._dx, this._dy);
|
||||
sprite.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + sprite.skew.x, -(this._sin * this._fy) + sprite.skew.y, this._cos * this._fy, this._dx, this._dy);
|
||||
this._dx = -sprite.origin.x;
|
||||
this._dy = -sprite.origin.y;
|
||||
} else {
|
||||
this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
//this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
//this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
|
@ -10441,7 +10561,7 @@ var Phaser;
|
|||
sprite.texture.context.fillStyle = 'rgb(255,255,255)';
|
||||
sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
if(sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY) {
|
||||
if(sprite.modified) {
|
||||
sprite.texture.context.restore();
|
||||
}
|
||||
//if (this.renderDebug)
|
||||
|
|
23
Tests/sprites/animation 1.js
Normal file
23
Tests/sprites/animation 1.js
Normal file
|
@ -0,0 +1,23 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
// The sprite sheet is a standard frame-by-frame sheet, and each frame is 37 x 45 pixels in size.
|
||||
// The final parameter (18) is the number of frames there are. You can omit this if your frames fill the entire sheet.
|
||||
game.loader.addSpriteSheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||||
game.loader.load();
|
||||
}
|
||||
var mummy;
|
||||
function create() {
|
||||
mummy = game.add.sprite(game.stage.centerX, game.stage.centerY, 'mummy');
|
||||
// Here we add new animation called 'walk'.
|
||||
// As it's the only animation in our sprite sheet we don't need to define the frames being used.
|
||||
mummy.animations.add('walk');
|
||||
// This plays the animation at 20 frames per second on a loop (the 3rd parameter)
|
||||
// Try changing the 20 value to something low to slow the speed down, or higher to make it play faster.
|
||||
mummy.animations.play('walk', 20, true);
|
||||
// This just scales the sprite up so you can see the animation better
|
||||
mummy.scale.setTo(4, 4);
|
||||
}
|
||||
})();
|
37
Tests/sprites/animation 1.ts
Normal file
37
Tests/sprites/animation 1.ts
Normal file
|
@ -0,0 +1,37 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
|
||||
// The sprite sheet is a standard frame-by-frame sheet, and each frame is 37 x 45 pixels in size.
|
||||
// The final parameter (18) is the number of frames there are. You can omit this if your frames fill the entire sheet.
|
||||
game.loader.addSpriteSheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var mummy: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
mummy = game.add.sprite(game.stage.centerX, game.stage.centerY, 'mummy');
|
||||
|
||||
// Here we add new animation called 'walk'.
|
||||
// As it's the only animation in our sprite sheet we don't need to define the frames being used.
|
||||
mummy.animations.add('walk');
|
||||
|
||||
// This plays the animation at 20 frames per second on a loop (the 3rd parameter)
|
||||
// Try changing the 20 value to something low to slow the speed down, or higher to make it play faster.
|
||||
mummy.animations.play('walk', 20, true);
|
||||
|
||||
// This just scales the sprite up so you can see the animation better
|
||||
mummy.scale.setTo(4, 4);
|
||||
|
||||
}
|
||||
|
||||
})();
|
22
Tests/sprites/animation 2.js
Normal file
22
Tests/sprites/animation 2.js
Normal file
|
@ -0,0 +1,22 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addSpriteSheet('monster', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
|
||||
game.loader.load();
|
||||
}
|
||||
var monster;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(50,10,10)';
|
||||
// Notice the use of 'stage.centerX' - this places the sprite in the middle of the stage without needing to do any extra math
|
||||
monster = game.add.sprite(game.stage.centerX, game.stage.centerY, 'monster');
|
||||
// For this animation we pass 'null' for the frames, because we're going to use them all
|
||||
// And we set the frame rate (30) and loop status (true) when we add the animation
|
||||
// If the frame rate and looping is never going to change then it's easier to do it here
|
||||
monster.animations.add('walk', null, 30, true);
|
||||
// Then you can just call 'play' on its own with no other values to start things going
|
||||
monster.animations.play('walk');
|
||||
monster.scale.setTo(2, 2);
|
||||
}
|
||||
})();
|
36
Tests/sprites/animation 2.ts
Normal file
36
Tests/sprites/animation 2.ts
Normal file
|
@ -0,0 +1,36 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addSpriteSheet('monster', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var monster: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(50,10,10)';
|
||||
|
||||
// Notice the use of 'stage.centerX' - this places the sprite in the middle of the stage without needing to do any extra math
|
||||
monster = game.add.sprite(game.stage.centerX, game.stage.centerY, 'monster');
|
||||
|
||||
// For this animation we pass 'null' for the frames, because we're going to use them all
|
||||
// And we set the frame rate (30) and loop status (true) when we add the animation
|
||||
// If the frame rate and looping is never going to change then it's easier to do it here
|
||||
monster.animations.add('walk', null, 30, true);
|
||||
|
||||
// Then you can just call 'play' on its own with no other values to start things going
|
||||
monster.animations.play('walk');
|
||||
|
||||
monster.scale.setTo(2, 2);
|
||||
|
||||
}
|
||||
|
||||
})();
|
|
@ -1,58 +0,0 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tween;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(100, 200, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
//fuji.origin.setTo(160, 0);
|
||||
fuji.origin.setTo(160, 100);
|
||||
//fuji.origin.setTo(320, 0);
|
||||
//fuji.origin.setTo(320, 200);
|
||||
//fuji.origin.setTo(260, 100);
|
||||
fuji.scale.x = 2;
|
||||
fuji.scale.y = 0.5;
|
||||
//fuji.rotation = 45;
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 3000).start();
|
||||
// Create our tween
|
||||
//tween = game.add.tween(fuji.scale);
|
||||
//tween = game.add.tween(fuji.scale);
|
||||
// Start it going
|
||||
//scaleLeft();
|
||||
}
|
||||
function rotate() {
|
||||
tween.to({
|
||||
x: 0
|
||||
}, 1000);
|
||||
tween.onComplete.add(scaleRight, this);
|
||||
tween.start();
|
||||
}
|
||||
function scaleLeft() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
x: 0
|
||||
}, 1000);
|
||||
tween.onComplete.add(scaleRight, this);
|
||||
tween.start();
|
||||
}
|
||||
function scaleRight() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
x: 1
|
||||
}, 1000);
|
||||
tween.onComplete.add(scaleLeft, this);
|
||||
tween.start();
|
||||
// This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true
|
||||
(fuji.texture.flippedX) ? fuji.texture.flippedX = false : fuji.texture.flippedX = true;
|
||||
}
|
||||
})();
|
|
@ -1,75 +0,0 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tween: Phaser.Tween;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(100, 200, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
//fuji.origin.setTo(160, 0);
|
||||
fuji.origin.setTo(160, 100);
|
||||
//fuji.origin.setTo(320, 0);
|
||||
//fuji.origin.setTo(320, 200);
|
||||
|
||||
//fuji.origin.setTo(260, 100);
|
||||
fuji.scale.x = 2;
|
||||
fuji.scale.y = 0.5;
|
||||
//fuji.rotation = 45;
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 3000).start();
|
||||
|
||||
// Create our tween
|
||||
//tween = game.add.tween(fuji.scale);
|
||||
//tween = game.add.tween(fuji.scale);
|
||||
|
||||
// Start it going
|
||||
//scaleLeft();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tween.to({ x: 0 }, 1000);
|
||||
tween.onComplete.add(scaleRight, this);
|
||||
tween.start();
|
||||
|
||||
}
|
||||
|
||||
function scaleLeft() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ x: 0 }, 1000);
|
||||
tween.onComplete.add(scaleRight, this);
|
||||
tween.start();
|
||||
|
||||
}
|
||||
|
||||
function scaleRight() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ x: 1 }, 1000);
|
||||
tween.onComplete.add(scaleLeft, this);
|
||||
tween.start();
|
||||
|
||||
// This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true
|
||||
(fuji.texture.flippedX) ? fuji.texture.flippedX = false: fuji.texture.flippedX = true;
|
||||
|
||||
}
|
||||
|
||||
})();
|
|
@ -19,7 +19,6 @@
|
|||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
|
||||
|
|
29
Tests/sprites/sprite origin 1.js
Normal file
29
Tests/sprites/sprite origin 1.js
Normal file
|
@ -0,0 +1,29 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tween;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// If we don't set an origin then the sprite will rotate around 0,0 - the top left corner
|
||||
tween = game.add.tween(fuji);
|
||||
// Start it going
|
||||
rotate();
|
||||
}
|
||||
function rotate() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
}
|
||||
})();
|
44
Tests/sprites/sprite origin 1.ts
Normal file
44
Tests/sprites/sprite origin 1.ts
Normal file
|
@ -0,0 +1,44 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tween: Phaser.Tween;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// If we don't set an origin then the sprite will rotate around 0,0 - the top left corner
|
||||
|
||||
tween = game.add.tween(fuji);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ rotation: 360 }, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
|
||||
}
|
||||
|
||||
})();
|
31
Tests/sprites/sprite origin 2.js
Normal file
31
Tests/sprites/sprite origin 2.js
Normal file
|
@ -0,0 +1,31 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tween;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite (half of its width and height, so 160x100)
|
||||
// This will cause it to rotate on its center
|
||||
fuji.origin.setTo(160, 100);
|
||||
tween = game.add.tween(fuji);
|
||||
// Start it going
|
||||
rotate();
|
||||
}
|
||||
function rotate() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
}
|
||||
})();
|
46
Tests/sprites/sprite origin 2.ts
Normal file
46
Tests/sprites/sprite origin 2.ts
Normal file
|
@ -0,0 +1,46 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tween: Phaser.Tween;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite (half of its width and height, so 160x100)
|
||||
// This will cause it to rotate on its center
|
||||
fuji.origin.setTo(160, 100);
|
||||
|
||||
tween = game.add.tween(fuji);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ rotation: 360 }, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
|
||||
}
|
||||
|
||||
})();
|
30
Tests/sprites/sprite origin 3.js
Normal file
30
Tests/sprites/sprite origin 3.js
Normal file
|
@ -0,0 +1,30 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tween;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(300, 300, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to be the bottom-right of the sprite
|
||||
fuji.origin.setTo(320, 200);
|
||||
tween = game.add.tween(fuji);
|
||||
// Start it going
|
||||
rotate();
|
||||
}
|
||||
function rotate() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
}
|
||||
})();
|
45
Tests/sprites/sprite origin 3.ts
Normal file
45
Tests/sprites/sprite origin 3.ts
Normal file
|
@ -0,0 +1,45 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tween: Phaser.Tween;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(300, 300, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to be the bottom-right of the sprite
|
||||
fuji.origin.setTo(320, 200);
|
||||
|
||||
tween = game.add.tween(fuji);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ rotation: 360 }, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
|
||||
}
|
||||
|
||||
})();
|
51
Tests/sprites/sprite origin 4.js
Normal file
51
Tests/sprites/sprite origin 4.js
Normal file
|
@ -0,0 +1,51 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tweenRotate;
|
||||
var tweenUp;
|
||||
var tweenDown;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
|
||||
fuji.origin.setTo(160, 100);
|
||||
tweenRotate = game.add.tween(fuji);
|
||||
tweenUp = game.add.tween(fuji.scale);
|
||||
tweenUp.onComplete.add(scaleDown, this);
|
||||
tweenDown = game.add.tween(fuji.scale);
|
||||
tweenDown.onComplete.add(scaleUp, this);
|
||||
// Start it going
|
||||
rotate();
|
||||
scaleUp();
|
||||
}
|
||||
function rotate() {
|
||||
tweenRotate.clear();
|
||||
tweenRotate.to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tweenRotate.onComplete.add(rotate, this);
|
||||
tweenRotate.start();
|
||||
}
|
||||
function scaleUp() {
|
||||
tweenUp.to({
|
||||
x: 2,
|
||||
y: 2
|
||||
}, 1000, Phaser.Easing.Elastic.Out);
|
||||
tweenUp.start();
|
||||
}
|
||||
function scaleDown() {
|
||||
tweenDown.to({
|
||||
x: 0.5,
|
||||
y: 0.5
|
||||
}, 1000, Phaser.Easing.Elastic.Out);
|
||||
tweenDown.start();
|
||||
}
|
||||
})();
|
68
Tests/sprites/sprite origin 4.ts
Normal file
68
Tests/sprites/sprite origin 4.ts
Normal file
|
@ -0,0 +1,68 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tweenRotate: Phaser.Tween;
|
||||
var tweenUp: Phaser.Tween;
|
||||
var tweenDown: Phaser.Tween;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
|
||||
fuji.origin.setTo(160, 100);
|
||||
|
||||
tweenRotate = game.add.tween(fuji);
|
||||
|
||||
tweenUp = game.add.tween(fuji.scale);
|
||||
tweenUp.onComplete.add(scaleDown, this);
|
||||
|
||||
tweenDown = game.add.tween(fuji.scale);
|
||||
tweenDown.onComplete.add(scaleUp, this);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
scaleUp();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tweenRotate.clear();
|
||||
tweenRotate.to({ rotation: 360 }, 2000);
|
||||
tweenRotate.onComplete.add(rotate, this);
|
||||
tweenRotate.start();
|
||||
|
||||
}
|
||||
|
||||
function scaleUp() {
|
||||
|
||||
tweenUp.to({ x: 2, y: 2 }, 1000, Phaser.Easing.Elastic.Out);
|
||||
tweenUp.start();
|
||||
|
||||
}
|
||||
|
||||
function scaleDown() {
|
||||
|
||||
tweenDown.to({ x: 0.5, y: 0.5 }, 1000, Phaser.Easing.Elastic.Out);
|
||||
tweenDown.start();
|
||||
|
||||
}
|
||||
|
||||
})();
|
20
Tests/tweens/tween loop 1.js
Normal file
20
Tests/tweens/tween loop 1.js
Normal file
|
@ -0,0 +1,20 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('swirl', 'assets/pics/color_wheel_swirl.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var swirl;
|
||||
function create() {
|
||||
// Here we'll assign the new sprite to the local swirl variable
|
||||
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
|
||||
// Increase the size of the sprite a little so it covers the edges of the stage
|
||||
swirl.scale.setTo(1.4, 1.4);
|
||||
// Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
|
||||
game.add.tween(swirl).to({
|
||||
rotation: 360
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
}
|
||||
})();
|
30
Tests/tweens/tween loop 1.ts
Normal file
30
Tests/tweens/tween loop 1.ts
Normal file
|
@ -0,0 +1,30 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('swirl', 'assets/pics/color_wheel_swirl.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var swirl: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
// Here we'll assign the new sprite to the local swirl variable
|
||||
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
|
||||
|
||||
// Increase the size of the sprite a little so it covers the edges of the stage
|
||||
swirl.scale.setTo(1.4, 1.4);
|
||||
|
||||
// Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
|
||||
game.add.tween(swirl).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
24
Tests/tweens/tween loop 2.js
Normal file
24
Tests/tweens/tween loop 2.js
Normal file
|
@ -0,0 +1,24 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('swirl', 'assets/pics/color_wheel_swirl.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var swirl;
|
||||
function create() {
|
||||
// Here we'll assign the new sprite to the local swirl variable
|
||||
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
|
||||
// Increase the size of the sprite a little so it covers the edges of the stage
|
||||
swirl.scale.setTo(1.4, 1.4);
|
||||
// Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
|
||||
game.add.tween(swirl).to({
|
||||
rotation: 360
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
game.add.tween(swirl.scale).to({
|
||||
x: 4,
|
||||
y: 4
|
||||
}, 1000, Phaser.Easing.Linear.None, true, 0, true, true);
|
||||
}
|
||||
})();
|
31
Tests/tweens/tween loop 2.ts
Normal file
31
Tests/tweens/tween loop 2.ts
Normal file
|
@ -0,0 +1,31 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('swirl', 'assets/pics/color_wheel_swirl.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var swirl: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
// Here we'll assign the new sprite to the local swirl variable
|
||||
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
|
||||
|
||||
// Increase the size of the sprite a little so it covers the edges of the stage
|
||||
swirl.scale.setTo(1.4, 1.4);
|
||||
|
||||
// Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
|
||||
//game.add.tween(swirl).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
game.add.tween(swirl.scale).to({ x: 4, y: 4 }, 1000, Phaser.Easing.Linear.None, true, 0, true, true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
65
build/phaser.d.ts
vendored
65
build/phaser.d.ts
vendored
|
@ -1080,6 +1080,12 @@ module Phaser {
|
|||
*/
|
||||
public reverse(): Vec2;
|
||||
/**
|
||||
* Check if both the x and y of this vector equal the given value.
|
||||
*
|
||||
* @return {Boolean}
|
||||
*/
|
||||
public equals(value): bool;
|
||||
/**
|
||||
* Returns a string representation of this object.
|
||||
* @method toString
|
||||
* @return {string} a string representation of the object.
|
||||
|
@ -1415,7 +1421,7 @@ module Phaser {
|
|||
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
|
||||
* sprite specific animations.
|
||||
*/
|
||||
module Phaser {
|
||||
module Phaser.Components {
|
||||
class AnimationManager {
|
||||
/**
|
||||
* AnimationManager constructor
|
||||
|
@ -1423,7 +1429,7 @@ module Phaser {
|
|||
*
|
||||
* @param parent {Sprite} Owner sprite of this manager.
|
||||
*/
|
||||
constructor(game: Game, parent: Sprite);
|
||||
constructor(parent: Sprite);
|
||||
/**
|
||||
* Local private reference to game.
|
||||
*/
|
||||
|
@ -2069,7 +2075,7 @@ module Phaser {
|
|||
*/
|
||||
module Phaser.Components {
|
||||
class Texture {
|
||||
constructor(parent: Sprite, key?: string, canvas?: HTMLCanvasElement, context?: CanvasRenderingContext2D);
|
||||
constructor(parent: Sprite, key?: string);
|
||||
/**
|
||||
*
|
||||
*/
|
||||
|
@ -2219,6 +2225,11 @@ module Phaser {
|
|||
*/
|
||||
public texture: Components.Texture;
|
||||
/**
|
||||
* This manages animations of the sprite. You can modify animations though it. (see AnimationManager)
|
||||
* @type AnimationManager
|
||||
*/
|
||||
public animations: Components.AnimationManager;
|
||||
/**
|
||||
* The frame boundary around this Sprite.
|
||||
* For non-animated sprites this matches the loaded texture dimensions.
|
||||
* For animated sprites it will be updated as part of the animation loop, changing to the dimensions of the current animation frame.
|
||||
|
@ -2229,6 +2240,14 @@ module Phaser {
|
|||
*/
|
||||
public scale: Vec2;
|
||||
/**
|
||||
* Skew the Sprite along the x and y axis. A skew value of 0 is no skew.
|
||||
*/
|
||||
public skew: Vec2;
|
||||
/**
|
||||
* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
|
||||
*/
|
||||
public modified: bool;
|
||||
/**
|
||||
* The influence of camera movement upon the Sprite.
|
||||
*/
|
||||
public scrollFactor: Vec2;
|
||||
|
@ -2264,6 +2283,20 @@ module Phaser {
|
|||
*/
|
||||
public rotation : number;
|
||||
/**
|
||||
* Get the animation frame number.
|
||||
*/
|
||||
/**
|
||||
* Set the animation frame by frame number.
|
||||
*/
|
||||
public frame : number;
|
||||
/**
|
||||
* Get the animation frame name.
|
||||
*/
|
||||
/**
|
||||
* Set the animation frame by frame name.
|
||||
*/
|
||||
public frameName : string;
|
||||
/**
|
||||
* Pre-update is called right before update() on each object in the game loop.
|
||||
*/
|
||||
public preUpdate(): void;
|
||||
|
@ -2818,6 +2851,19 @@ module Phaser {
|
|||
private _duration;
|
||||
private _delayTime;
|
||||
private _startTime;
|
||||
private _tempElapsed;
|
||||
private _tempValue;
|
||||
/**
|
||||
* Will this tween automatically restart when it completes?
|
||||
* @type {boolean}
|
||||
*/
|
||||
private _loop;
|
||||
/**
|
||||
* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
|
||||
* @type {boolean}
|
||||
*/
|
||||
private _yoyo;
|
||||
private _yoyoCount;
|
||||
/**
|
||||
* Easing function which actually updating this tween.
|
||||
* @type {function}
|
||||
|
@ -2851,13 +2897,18 @@ module Phaser {
|
|||
* @param [ease] {any} Easing function.
|
||||
* @param [autoStart] {boolean} Whether this tween will start automatically or not.
|
||||
* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
|
||||
* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
|
||||
* @return {Tween} Itself.
|
||||
*/
|
||||
public to(properties, duration?: number, ease?: any, autoStart?: bool, delay?: number): Tween;
|
||||
public to(properties, duration?: number, ease?: any, autoStart?: bool, delay?: number, loop?: bool, yoyo?: bool): Tween;
|
||||
public loop(value: bool): Tween;
|
||||
public yoyo(value: bool): Tween;
|
||||
/**
|
||||
* Start to tween.
|
||||
*/
|
||||
public start(): Tween;
|
||||
public start(looped?: bool): Tween;
|
||||
public reverse(): Tween;
|
||||
public reset(): Tween;
|
||||
public clear(): Tween;
|
||||
/**
|
||||
* Stop tweening.
|
||||
|
@ -2874,10 +2925,6 @@ module Phaser {
|
|||
*/
|
||||
public chain(tween: Tween): Tween;
|
||||
/**
|
||||
* Debug value?
|
||||
*/
|
||||
public debugValue;
|
||||
/**
|
||||
* Update tweening.
|
||||
* @param time {number} Current time from game clock.
|
||||
* @return {boolean} Return false if this completed and no need to update, otherwise return true.
|
||||
|
|
612
build/phaser.js
612
build/phaser.js
|
@ -1986,6 +1986,14 @@ var Phaser;
|
|||
this.y = -this.y;
|
||||
return this;
|
||||
};
|
||||
Vec2.prototype.equals = /**
|
||||
* Check if both the x and y of this vector equal the given value.
|
||||
*
|
||||
* @return {Boolean}
|
||||
*/
|
||||
function (value) {
|
||||
return (this.x == value && this.y == value);
|
||||
};
|
||||
Vec2.prototype.toString = /**
|
||||
* Returns a string representation of this object.
|
||||
* @method toString
|
||||
|
@ -2436,204 +2444,207 @@ var Phaser;
|
|||
})();
|
||||
Phaser.FrameData = FrameData;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../gameobjects/Sprite.ts" />
|
||||
/// <reference path="../../loader/AnimationLoader.ts" />
|
||||
/// <reference path="Animation.ts" />
|
||||
/// <reference path="Frame.ts" />
|
||||
/// <reference path="FrameData.ts" />
|
||||
/**
|
||||
* Phaser - AnimationManager
|
||||
*
|
||||
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
|
||||
* sprite specific animations.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var AnimationManager = (function () {
|
||||
/**
|
||||
* AnimationManager constructor
|
||||
* Create a new <code>AnimationManager</code>.
|
||||
*
|
||||
* @param parent {Sprite} Owner sprite of this manager.
|
||||
*/
|
||||
function AnimationManager(game, parent) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../gameobjects/Sprite.ts" />
|
||||
/// <reference path="../../loader/AnimationLoader.ts" />
|
||||
/// <reference path="Animation.ts" />
|
||||
/// <reference path="Frame.ts" />
|
||||
/// <reference path="FrameData.ts" />
|
||||
/**
|
||||
* Phaser - AnimationManager
|
||||
*
|
||||
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
|
||||
* sprite specific animations.
|
||||
*/
|
||||
(function (Components) {
|
||||
var AnimationManager = (function () {
|
||||
/**
|
||||
* Data contains animation frames.
|
||||
* @type {FrameData}
|
||||
* AnimationManager constructor
|
||||
* Create a new <code>AnimationManager</code>.
|
||||
*
|
||||
* @param parent {Sprite} Owner sprite of this manager.
|
||||
*/
|
||||
this._frameData = null;
|
||||
/**
|
||||
* Keeps track of the current frame of animation.
|
||||
*/
|
||||
this.currentFrame = null;
|
||||
this._game = game;
|
||||
this._parent = parent;
|
||||
this._anims = {
|
||||
};
|
||||
}
|
||||
AnimationManager.prototype.loadFrameData = /**
|
||||
* Load animation frame data.
|
||||
* @param frameData Data to be loaded.
|
||||
*/
|
||||
function (frameData) {
|
||||
this._frameData = frameData;
|
||||
this.frame = 0;
|
||||
};
|
||||
AnimationManager.prototype.add = /**
|
||||
* Add a new animation.
|
||||
* @param name {string} What this animation should be called (e.g. "run").
|
||||
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
|
||||
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
|
||||
* @return {Animation} The Animation that was created
|
||||
*/
|
||||
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;
|
||||
function AnimationManager(parent) {
|
||||
/**
|
||||
* Data contains animation frames.
|
||||
* @type {FrameData}
|
||||
*/
|
||||
this._frameData = null;
|
||||
/**
|
||||
* Keeps track of the current frame of animation.
|
||||
*/
|
||||
this.currentFrame = null;
|
||||
this._parent = parent;
|
||||
this._game = parent.game;
|
||||
this._anims = {
|
||||
};
|
||||
}
|
||||
if(frames == null) {
|
||||
frames = this._frameData.getFrameIndexes();
|
||||
} else {
|
||||
if(this.validateFrames(frames, useNumericIndex) == false) {
|
||||
throw Error('Invalid frames given to Animation ' + name);
|
||||
AnimationManager.prototype.loadFrameData = /**
|
||||
* Load animation frame data.
|
||||
* @param frameData Data to be loaded.
|
||||
*/
|
||||
function (frameData) {
|
||||
this._frameData = frameData;
|
||||
this.frame = 0;
|
||||
};
|
||||
AnimationManager.prototype.add = /**
|
||||
* Add a new animation.
|
||||
* @param name {string} What this animation should be called (e.g. "run").
|
||||
* @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]).
|
||||
* @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps).
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
* @param useNumericIndex {boolean} Use number indexes instead of string indexes?
|
||||
* @return {Animation} The Animation that was created
|
||||
*/
|
||||
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(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];
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
return this._anims[name];
|
||||
};
|
||||
AnimationManager.prototype.validateFrames = /**
|
||||
* Check whether the frames is valid.
|
||||
* @param frames {any[]} Frames to be validated.
|
||||
* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
|
||||
* @return {boolean} True if they're valid, otherwise return false.
|
||||
*/
|
||||
function (frames, useNumericIndex) {
|
||||
for(var i = 0; i < frames.length; i++) {
|
||||
if(useNumericIndex == true) {
|
||||
if(frames[i] > this._frameData.total) {
|
||||
return false;
|
||||
}
|
||||
if(frames == null) {
|
||||
frames = this._frameData.getFrameIndexes();
|
||||
} else {
|
||||
if(this._frameData.checkFrameName(frames[i]) == false) {
|
||||
return false;
|
||||
if(this.validateFrames(frames, useNumericIndex) == false) {
|
||||
throw Error('Invalid frames given to Animation ' + name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
AnimationManager.prototype.play = /**
|
||||
* Play animation with specific name.
|
||||
* @param name {string} The string name of the animation you want to play.
|
||||
* @param frameRate {number} FrameRate you want to specify instead of using default.
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
*/
|
||||
function (name, frameRate, loop) {
|
||||
if (typeof frameRate === "undefined") { frameRate = null; }
|
||||
if(this._anims[name]) {
|
||||
if(this.currentAnim == this._anims[name]) {
|
||||
if(this.currentAnim.isPlaying == false) {
|
||||
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];
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
return this._anims[name];
|
||||
};
|
||||
AnimationManager.prototype.validateFrames = /**
|
||||
* Check whether the frames is valid.
|
||||
* @param frames {any[]} Frames to be validated.
|
||||
* @param useNumericIndex {boolean} Does these frames use number indexes or string indexes?
|
||||
* @return {boolean} True if they're valid, otherwise return false.
|
||||
*/
|
||||
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;
|
||||
};
|
||||
AnimationManager.prototype.play = /**
|
||||
* Play animation with specific name.
|
||||
* @param name {string} The string name of the animation you want to play.
|
||||
* @param frameRate {number} FrameRate you want to specify instead of using default.
|
||||
* @param loop {boolean} Whether or not the animation is looped or just plays once.
|
||||
*/
|
||||
function (name, frameRate, loop) {
|
||||
if (typeof frameRate === "undefined") { frameRate = null; }
|
||||
if(this._anims[name]) {
|
||||
if(this.currentAnim == this._anims[name]) {
|
||||
if(this.currentAnim.isPlaying == false) {
|
||||
this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
} else {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
} else {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
}
|
||||
};
|
||||
AnimationManager.prototype.stop = /**
|
||||
* Stop animation by name.
|
||||
* Current animation will be automatically set to the stopped one.
|
||||
*/
|
||||
function (name) {
|
||||
if(this._anims[name]) {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop();
|
||||
}
|
||||
};
|
||||
AnimationManager.prototype.update = /**
|
||||
* Update animation and parent sprite's bounds.
|
||||
*/
|
||||
function () {
|
||||
if(this.currentAnim && this.currentAnim.update() == true) {
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AnimationManager.prototype, "frameData", {
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
|
||||
get: function () {
|
||||
if(this._frameData) {
|
||||
return this._frameData.total;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frame", {
|
||||
get: function () {
|
||||
return this._frameIndex;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrame(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = value;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameName", {
|
||||
get: function () {
|
||||
return this.currentFrame.name;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrameByName(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
AnimationManager.prototype.destroy = /**
|
||||
* Removes all related references
|
||||
*/
|
||||
function () {
|
||||
this._anims = {
|
||||
};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
};
|
||||
return AnimationManager;
|
||||
})();
|
||||
Phaser.AnimationManager = AnimationManager;
|
||||
AnimationManager.prototype.stop = /**
|
||||
* Stop animation by name.
|
||||
* Current animation will be automatically set to the stopped one.
|
||||
*/
|
||||
function (name) {
|
||||
if(this._anims[name]) {
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop();
|
||||
}
|
||||
};
|
||||
AnimationManager.prototype.update = /**
|
||||
* Update animation and parent sprite's bounds.
|
||||
*/
|
||||
function () {
|
||||
if(this.currentAnim && this.currentAnim.update() == true) {
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AnimationManager.prototype, "frameData", {
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameTotal", {
|
||||
get: function () {
|
||||
if(this._frameData) {
|
||||
return this._frameData.total;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frame", {
|
||||
get: function () {
|
||||
return this._frameIndex;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrame(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = value;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AnimationManager.prototype, "frameName", {
|
||||
get: function () {
|
||||
return this.currentFrame.name;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrameByName(value) !== null) {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._parent.frameBounds.width = this.currentFrame.width;
|
||||
this._parent.frameBounds.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
AnimationManager.prototype.destroy = /**
|
||||
* Removes all related references
|
||||
*/
|
||||
function () {
|
||||
this._anims = {
|
||||
};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
};
|
||||
return AnimationManager;
|
||||
})();
|
||||
Components.AnimationManager = AnimationManager;
|
||||
})(Phaser.Components || (Phaser.Components = {}));
|
||||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Point.ts" />
|
||||
|
@ -3680,10 +3691,8 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Texture = (function () {
|
||||
function Texture(parent, key, canvas, context) {
|
||||
function Texture(parent, key) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
if (typeof canvas === "undefined") { canvas = null; }
|
||||
if (typeof context === "undefined") { context = null; }
|
||||
/**
|
||||
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
|
||||
*/
|
||||
|
@ -3716,8 +3725,8 @@ var Phaser;
|
|||
this.flippedY = false;
|
||||
this._game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.canvas = canvas;
|
||||
this.context = context;
|
||||
this.canvas = parent.game.stage.canvas;
|
||||
this.context = parent.game.stage.context;
|
||||
this.alpha = 1;
|
||||
this.flippedX = false;
|
||||
this.flippedY = false;
|
||||
|
@ -3752,22 +3761,17 @@ var Phaser;
|
|||
*/
|
||||
function (key, clearAnimations) {
|
||||
if (typeof clearAnimations === "undefined") { clearAnimations = true; }
|
||||
//if (clearAnimations && sprite.animations.frameData !== null)
|
||||
//{
|
||||
// sprite.animations.destroy();
|
||||
//}
|
||||
if(clearAnimations && this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
if(this._game.cache.getImage(key) !== null) {
|
||||
this.setTo(this._game.cache.getImage(key), null);
|
||||
if(this._game.cache.isSpriteSheet(key)) {
|
||||
//sprite.animations.loadFrameData(sprite._game.cache.getFrameData(key));
|
||||
//sprite.collisionMask.width = sprite.animations.currentFrame.width;
|
||||
//sprite.collisionMask.height = sprite.animations.currentFrame.height;
|
||||
} else {
|
||||
this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
|
||||
} else {
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
this._sprite.frameBounds.height = this.height;
|
||||
//sprite.collisionMask.width = sprite._texture.width;
|
||||
//sprite.collisionMask.height = sprite._texture.height;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
Texture.prototype.loadDynamicTexture = /**
|
||||
|
@ -3776,10 +3780,9 @@ var Phaser;
|
|||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
function (texture) {
|
||||
//if (sprite.animations.frameData !== null)
|
||||
//{
|
||||
// sprite.animations.destroy();
|
||||
//}
|
||||
if(this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
this.setTo(null, texture);
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
this._sprite.frameBounds.height = this.height;
|
||||
|
@ -3821,6 +3824,7 @@ var Phaser;
|
|||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Vec2.ts" />
|
||||
/// <reference path="../core/Rectangle.ts" />
|
||||
/// <reference path="../components/animation/AnimationManager.ts" />
|
||||
/// <reference path="../components/sprite/Texture.ts" />
|
||||
|
@ -3853,6 +3857,10 @@ var Phaser;
|
|||
*/
|
||||
this._rotation = 0;
|
||||
/**
|
||||
* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
|
||||
*/
|
||||
this.modified = false;
|
||||
/**
|
||||
* x value of the object.
|
||||
*/
|
||||
this.x = 0;
|
||||
|
@ -3879,15 +3887,19 @@ var Phaser;
|
|||
this.visible = true;
|
||||
this.alive = true;
|
||||
this.frameBounds = new Phaser.Rectangle(x, y, width, height);
|
||||
this.origin = new Phaser.Vec2(0, 0);
|
||||
this.scrollFactor = new Phaser.Vec2(1, 1);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = 0;
|
||||
this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
|
||||
this.z = 0// not used yet
|
||||
;
|
||||
this.animations = new Phaser.Components.AnimationManager(this);
|
||||
this.texture = new Phaser.Components.Texture(this, key);
|
||||
this.width = this.frameBounds.width;
|
||||
this.height = this.frameBounds.height;
|
||||
// Transform related (if we add any more then move to a component)
|
||||
this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.skew = new Phaser.Vec2(0, 0);
|
||||
}
|
||||
Object.defineProperty(Sprite.prototype, "rotation", {
|
||||
get: /**
|
||||
|
@ -3906,6 +3918,38 @@ var Phaser;
|
|||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Sprite.prototype, "frame", {
|
||||
get: /**
|
||||
* Get the animation frame number.
|
||||
*/
|
||||
function () {
|
||||
return this.animations.frame;
|
||||
},
|
||||
set: /**
|
||||
* Set the animation frame by frame number.
|
||||
*/
|
||||
function (value) {
|
||||
this.animations.frame = value;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Sprite.prototype, "frameName", {
|
||||
get: /**
|
||||
* Get the animation frame name.
|
||||
*/
|
||||
function () {
|
||||
return this.animations.frameName;
|
||||
},
|
||||
set: /**
|
||||
* Set the animation frame by frame name.
|
||||
*/
|
||||
function (value) {
|
||||
this.animations.frameName = value;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Sprite.prototype.preUpdate = /**
|
||||
* Pre-update is called right before update() on each object in the game loop.
|
||||
*/
|
||||
|
@ -3913,7 +3957,10 @@ var Phaser;
|
|||
//this.last.x = this.frameBounds.x;
|
||||
//this.last.y = this.frameBounds.y;
|
||||
//this.collisionMask.preUpdate();
|
||||
};
|
||||
if(this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.rotation != 0 || this.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
|
||||
this.modified = true;
|
||||
}
|
||||
};
|
||||
Sprite.prototype.update = /**
|
||||
* Override this function to update your class's position and appearance.
|
||||
*/
|
||||
|
@ -3923,9 +3970,8 @@ var Phaser;
|
|||
* Automatically called after update() by the game loop.
|
||||
*/
|
||||
function () {
|
||||
/*
|
||||
this.animations.update();
|
||||
|
||||
/*
|
||||
if (this.moves)
|
||||
{
|
||||
this.updateMotion();
|
||||
|
@ -3972,7 +4018,10 @@ var Phaser;
|
|||
this.wasTouching = this.touching;
|
||||
this.touching = Collision.NONE;
|
||||
*/
|
||||
};
|
||||
if(this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.rotation == 0 && this.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
|
||||
this.modified = false;
|
||||
}
|
||||
};
|
||||
Sprite.prototype.destroy = /**
|
||||
* Clean up memory.
|
||||
*/
|
||||
|
@ -5077,6 +5126,17 @@ var Phaser;
|
|||
this._delayTime = 0;
|
||||
this._startTime = null;
|
||||
/**
|
||||
* Will this tween automatically restart when it completes?
|
||||
* @type {boolean}
|
||||
*/
|
||||
this._loop = false;
|
||||
/**
|
||||
* A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing.
|
||||
* @type {boolean}
|
||||
*/
|
||||
this._yoyo = false;
|
||||
this._yoyoCount = 0;
|
||||
/**
|
||||
* Contains chained tweens.
|
||||
* @type {Tweens[]}
|
||||
*/
|
||||
|
@ -5098,13 +5158,16 @@ var Phaser;
|
|||
* @param [ease] {any} Easing function.
|
||||
* @param [autoStart] {boolean} Whether this tween will start automatically or not.
|
||||
* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
|
||||
* @param [loop] {boolean} Should the tween automatically restart once complete? (ignores any chained tweens)
|
||||
* @return {Tween} Itself.
|
||||
*/
|
||||
function (properties, duration, ease, autoStart, delay) {
|
||||
function (properties, duration, ease, autoStart, delay, loop, yoyo) {
|
||||
if (typeof duration === "undefined") { duration = 1000; }
|
||||
if (typeof ease === "undefined") { ease = null; }
|
||||
if (typeof autoStart === "undefined") { autoStart = false; }
|
||||
if (typeof delay === "undefined") { delay = 0; }
|
||||
if (typeof loop === "undefined") { loop = false; }
|
||||
if (typeof yoyo === "undefined") { yoyo = false; }
|
||||
this._duration = duration;
|
||||
// If properties isn't an object this will fail, sanity check it here somehow?
|
||||
this._valuesEnd = properties;
|
||||
|
@ -5114,21 +5177,36 @@ var Phaser;
|
|||
if(delay > 0) {
|
||||
this._delayTime = delay;
|
||||
}
|
||||
this._loop = loop;
|
||||
this._yoyo = yoyo;
|
||||
this._yoyoCount = 0;
|
||||
if(autoStart === true) {
|
||||
return this.start();
|
||||
} else {
|
||||
return this;
|
||||
}
|
||||
};
|
||||
Tween.prototype.loop = function (value) {
|
||||
this._loop = value;
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.yoyo = function (value) {
|
||||
this._yoyo = value;
|
||||
this._yoyoCount = 0;
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.start = /**
|
||||
* Start to tween.
|
||||
*/
|
||||
function () {
|
||||
function (looped) {
|
||||
if (typeof looped === "undefined") { looped = false; }
|
||||
if(this._game === null || this._object === null) {
|
||||
return;
|
||||
}
|
||||
this._manager.add(this);
|
||||
this.onStart.dispatch(this._object);
|
||||
if(looped == false) {
|
||||
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
|
||||
|
@ -5146,10 +5224,30 @@ var Phaser;
|
|||
this._object[property]
|
||||
].concat(this._valuesEnd[property]);
|
||||
}
|
||||
this._valuesStart[property] = this._object[property];
|
||||
if(looped == false) {
|
||||
this._valuesStart[property] = this._object[property];
|
||||
}
|
||||
}
|
||||
return this;
|
||||
};
|
||||
Tween.prototype.reverse = function () {
|
||||
var tempObj = {
|
||||
};
|
||||
for(var property in this._valuesStart) {
|
||||
tempObj[property] = this._valuesStart[property];
|
||||
this._valuesStart[property] = this._valuesEnd[property];
|
||||
this._valuesEnd[property] = tempObj[property];
|
||||
}
|
||||
this._yoyoCount++;
|
||||
return this.start(true);
|
||||
};
|
||||
Tween.prototype.reset = function () {
|
||||
// Reset the properties back to what they were before
|
||||
for(var property in this._valuesStart) {
|
||||
this._object[property] = this._valuesStart[property];
|
||||
}
|
||||
return this.start(true);
|
||||
};
|
||||
Tween.prototype.clear = function () {
|
||||
this._chainedTweens = [];
|
||||
this.onStart.removeAll();
|
||||
|
@ -5234,24 +5332,48 @@ var Phaser;
|
|||
if(time < this._startTime) {
|
||||
return true;
|
||||
}
|
||||
var elapsed = (time - this._startTime) / this._duration;
|
||||
elapsed = elapsed > 1 ? 1 : elapsed;
|
||||
var value = this._easingFunction(elapsed);
|
||||
this._tempElapsed = (time - this._startTime) / this._duration;
|
||||
this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed;
|
||||
this._tempValue = this._easingFunction(this._tempElapsed);
|
||||
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);
|
||||
this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue);
|
||||
} else {
|
||||
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value;
|
||||
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue;
|
||||
}
|
||||
}
|
||||
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();
|
||||
this.onUpdate.dispatch(this._object, this._tempValue);
|
||||
if(this._tempElapsed == 1) {
|
||||
// Yoyo?
|
||||
if(this._yoyo) {
|
||||
if(this._yoyoCount == 0) {
|
||||
// Reverse the tween
|
||||
this.reverse();
|
||||
return true;
|
||||
} else {
|
||||
// We've yoyo'd once already, quit?
|
||||
if(this._loop == false) {
|
||||
this.onComplete.dispatch(this._object);
|
||||
for(var i = 0; i < this._chainedTweens.length; i++) {
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Loop?
|
||||
if(this._loop) {
|
||||
this._yoyoCount = 0;
|
||||
this.reset();
|
||||
return true;
|
||||
} else {
|
||||
this.onComplete.dispatch(this._object);
|
||||
for(var i = 0; i < this._chainedTweens.length; i++) {
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
@ -10376,20 +10498,16 @@ var Phaser;
|
|||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
/*
|
||||
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(sprite.animations.currentFrame !== null) {
|
||||
this._sx = sprite.animations.currentFrame.x;
|
||||
this._sy = sprite.animations.currentFrame.y;
|
||||
if(sprite.animations.currentFrame.trimmed) {
|
||||
this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
|
||||
this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply camera difference - looks like this is already applied?
|
||||
/*
|
||||
if (sprite.scrollFactor.x !== 1 || sprite.scrollFactor.y !== 1)
|
||||
{
|
||||
//this._dx -= (camera.worldView.x * this.scrollFactor.x);
|
||||
|
@ -10397,7 +10515,7 @@ var Phaser;
|
|||
}
|
||||
*/
|
||||
// Rotation and Flipped
|
||||
if(sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY) {
|
||||
if(sprite.modified) {
|
||||
if(sprite.texture.renderRotation == true && (sprite.rotation !== 0 || sprite.rotationOffset !== 0)) {
|
||||
this._sin = Math.sin(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.rotation));
|
||||
this._cos = Math.cos(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.rotation));
|
||||
|
@ -10410,13 +10528,15 @@ var Phaser;
|
|||
// e = translate x
|
||||
// f = translate y
|
||||
sprite.texture.context.save();
|
||||
sprite.texture.context.setTransform(this._cos * this._fx, this._sin * this._fx, -this._sin * this._fy, this._cos * this._fy, this._dx, this._dy);
|
||||
sprite.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + sprite.skew.x, -(this._sin * this._fy) + sprite.skew.y, this._cos * this._fy, this._dx, this._dy);
|
||||
this._dx = -sprite.origin.x;
|
||||
this._dy = -sprite.origin.y;
|
||||
} else {
|
||||
this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
//this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
//this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
|
@ -10441,7 +10561,7 @@ var Phaser;
|
|||
sprite.texture.context.fillStyle = 'rgb(255,255,255)';
|
||||
sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
if(sprite.scale.x != 1 || sprite.scale.y != 1 || sprite.rotation != 0 || sprite.rotationOffset != 0 || sprite.texture.flippedX || sprite.texture.flippedY) {
|
||||
if(sprite.modified) {
|
||||
sprite.texture.context.restore();
|
||||
}
|
||||
//if (this.renderDebug)
|
||||
|
|
Loading…
Reference in a new issue