Fixed the FixedToCamera :)

This commit is contained in:
photonstorm 2015-03-24 21:35:09 +00:00
parent c4b83a1394
commit 83adc51698
7 changed files with 40 additions and 7 deletions

View file

@ -10,7 +10,7 @@
*/ */
var Phaser = Phaser || { var Phaser = Phaser || {
VERSION: '2.3.0-RC1', VERSION: '2.3.0-RC2',
GAMES: [], GAMES: [],
AUTO: 0, AUTO: 0,

View file

@ -81,6 +81,11 @@ Phaser.Component.Core.init = function (game, x, y, key, frame) {
this.loadTexture(key, frame); this.loadTexture(key, frame);
} }
if (this.components.FixedToCamera)
{
this.cameraOffset = new Phaser.Point(x, y);
}
}; };
Phaser.Component.Core.preUpdate = function () { Phaser.Component.Core.preUpdate = function () {

View file

@ -30,6 +30,12 @@ Phaser.Component.FixedToCamera.postUpdate = function () {
Phaser.Component.FixedToCamera.prototype = { Phaser.Component.FixedToCamera.prototype = {
/**
* @property {boolean} _fixedToCamera
* @private
*/
_fixedToCamera: false,
/** /**
* A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. * A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.
* *
@ -47,7 +53,29 @@ Phaser.Component.FixedToCamera.prototype = {
* *
* @property {boolean} fixedToCamera * @property {boolean} fixedToCamera
*/ */
fixedToCamera: false, fixedToCamera: {
get: function () {
return this._fixedToCamera;
},
set: function (value) {
if (value)
{
this._fixedToCamera = true;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._fixedToCamera = false;
}
}
},
/** /**
* The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if `fixedToCamera` is true. * The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if `fixedToCamera` is true.

View file

@ -113,7 +113,7 @@ Phaser.Component.InWorld.prototype = {
*/ */
inWorld: { inWorld: {
get: function() { get: function () {
return this.game.world.bounds.intersects(this.getBounds()); return this.game.world.bounds.intersects(this.getBounds());

View file

@ -75,7 +75,7 @@ Phaser.Component.LifeSpan.prototype = {
* @param {number} [health=1] - The health to give the Game Object. Only set if the GameObject has the Health component. * @param {number} [health=1] - The health to give the Game Object. Only set if the GameObject has the Health component.
* @return {PIXI.DisplayObject} This instance. * @return {PIXI.DisplayObject} This instance.
*/ */
revive: function(health) { revive: function (health) {
if (typeof health === 'undefined') { health = 1; } if (typeof health === 'undefined') { health = 1; }
@ -110,7 +110,7 @@ Phaser.Component.LifeSpan.prototype = {
* @method * @method
* @return {PIXI.DisplayObject} This instance. * @return {PIXI.DisplayObject} This instance.
*/ */
kill: function() { kill: function () {
this.alive = false; this.alive = false;
this.exists = false; this.exists = false;

View file

@ -171,7 +171,7 @@ Phaser.Component.LoadTexture.prototype = {
* *
* @method * @method
*/ */
resetFrame: function() { resetFrame: function () {
if (this._frame) if (this._frame)
{ {

View file

@ -27,7 +27,7 @@ Phaser.Component.Reset = function () {};
* @param {number} [health=1] - The health to give the Game Object if it has the Health component. * @param {number} [health=1] - The health to give the Game Object if it has the Health component.
* @return {PIXI.DisplayObject} This instance. * @return {PIXI.DisplayObject} This instance.
*/ */
Phaser.Component.Reset.prototype.reset = function(x, y, health) { Phaser.Component.Reset.prototype.reset = function (x, y, health) {
if (typeof health === 'undefined') { health = 1; } if (typeof health === 'undefined') { health = 1; }