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https://github.com/photonstorm/phaser
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pixel changes
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e4857ce48a
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16 changed files with 13712 additions and 232393 deletions
18783
dist/phaser-arcade-physics.js
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dist/phaser-arcade-physics.js
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dist/phaser-arcade-physics.min.js
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dist/phaser-arcade-physics.min.js
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dist/phaser-facebook-instant-games.js
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dist/phaser-facebook-instant-games.js
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dist/phaser-facebook-instant-games.min.js
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dist/phaser-facebook-instant-games.min.js
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dist/phaser.js
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dist/phaser.js
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dist/phaser.min.js
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dist/phaser.min.js
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game
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game
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Subproject commit fdceebfbc0bd64ff9aef718bb3106ef4c4cd99da
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54
maps/test3.
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maps/test3.
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2
package-lock.json
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2
package-lock.json
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@ -1,6 +1,6 @@
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{
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"name": "phaser",
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"version": "3.22.0",
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"version": "3.23.0-beta1",
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"lockfileVersion": 1,
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"requires": true,
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"dependencies": {
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@ -1,39 +0,0 @@
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = function (d, b) {
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extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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return extendStatics(d, b);
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};
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return function (d, b) {
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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var MyScene = /** @class */ (function (_super) {
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__extends(MyScene, _super);
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function MyScene() {
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return _super !== null && _super.apply(this, arguments) || this;
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}
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MyScene.prototype.preload = function () {
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this.load.atlas('cards', 'assets/atlas/cards.png', 'assets/atlas/cards.json');
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};
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MyScene.prototype.create = function () {
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var sprite = this.add.sprite(400, 300, 'cards', 'clubs3');
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sprite.setInteractive();
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this.input.on('pointerdown', function () {
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sprite.setFrame('hearts4');
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});
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};
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return MyScene;
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}(Phaser.Scene));
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var config = {
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type: Phaser.AUTO,
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parent: 'phaser-example',
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width: 800,
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height: 600,
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scene: MyScene
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};
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var game = new Phaser.Game(config);
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//# sourceMappingURL=game.js.map
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{"version":3,"file":"game.js","sourceRoot":"","sources":["../src/game.ts"],"names":[],"mappings":";;;;;;;;;;;;;AAAA;IAAsB,2BAAY;IAAlC;;IAoBA,CAAC;IAlBU,yBAAO,GAAd;QAEI,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,wBAAwB,EAAE,yBAAyB,CAAC,CAAC;IAClF,CAAC;IAEM,wBAAM,GAAb;QAEI,IAAI,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;QAE1D,MAAM,CAAC,cAAc,EAAE,CAAC;QAExB,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,aAAa,EAAE;YAEzB,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;QAE/B,CAAC,CAAC,CAAC;IACP,CAAC;IAEL,cAAC;AAAD,CAAC,AApBD,CAAsB,MAAM,CAAC,KAAK,GAoBjC;AAED,IAAI,MAAM,GAAG;IACT,IAAI,EAAE,MAAM,CAAC,IAAI;IACjB,MAAM,EAAE,gBAAgB;IACxB,KAAK,EAAE,GAAG;IACV,MAAM,EAAE,GAAG;IACX,KAAK,EAAE,OAAO;CACjB,CAAC;AAEF,IAAI,IAAI,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC"}
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@ -66,12 +66,15 @@ var ParseToTilemap = function (scene, key, tileWidth, tileHeight, width, height,
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if (mapData === null)
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{
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console.log("null mapdata")
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mapData = new MapData({
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tileWidth: tileWidth,
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tileHeight: tileHeight,
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width: width,
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height: height
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});
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} else {
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console.log(mapData.orientation)
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}
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return new Tilemap(scene, mapData);
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@ -35,7 +35,9 @@ var Rectangle = require('../geom/rectangle');
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* @param {integer} baseHeight - The base height of the tile in pixels (in pixels). Tiled maps
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* support multiple tileset sizes within one map, but they are still placed at intervals of the
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* base tile height.
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* @param {string} orientation - The Tilemap's orientation
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*/
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var Tile = new Class({
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Mixins: [
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initialize:
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function Tile (layer, index, x, y, width, height, baseWidth, baseHeight)
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function Tile (layer, index, x, y, width, height, baseWidth, baseHeight, orientation)
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{
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/**
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* The LayerData in the Tilemap data that this tile belongs to.
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* @since 3.0.0
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*/
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this.physics = {};
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/**
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* An empty object where physics-engine specific information (e.g. bodies) may be stored.
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*
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* @name Phaser.Tilemaps.Tile#orientation
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* @type {string}
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* @since 3.2.PR_svipal
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*/
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this.orientation = orientation
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},
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/**
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// Tiled places tiles on a grid of baseWidth x baseHeight. The origin for a tile is the
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// bottom left, while the Phaser renderer assumes the origin is the top left. The y
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// coordinate needs to be adjusted by the difference.
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this.pixelX = this.x * this.baseWidth;
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this.pixelY = this.y * this.baseHeight;
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if (this.orientation = "orthogonal") {
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this.pixelX = this.x * this.baseWidth;
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this.pixelY = this.y * this.baseHeight;
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} else if (this.orientation = "isometric") {
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console.log("isopix")
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// once we get the 'top' of the losange we need to remove half of the tile width.
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this.pixelX = (this.x - this.y) * this.baseWidth / 2;
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this.pixelY = (this.x + this.y) * this.baseHeight / 2;
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}
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// this.pixelY = this.y * this.baseHeight - (this.height - this.baseHeight);
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return this;
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@ -512,7 +512,7 @@ var Tilemap = new Class({
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for (var tileX = 0; tileX < width; tileX++)
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{
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row.push(new Tile(layerData, -1, tileX, tileY, tileWidth, tileHeight, this.tileWidth, this.tileHeight));
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row.push(new Tile(layerData, -1, tileX, tileY, tileWidth, tileHeight, this.tileWidth, this.tileHeight, this.orientation));
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}
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layerData.data.push(row);
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@ -24,7 +24,7 @@ GameObjectCreator.register('tilemap', function (config)
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{
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// Defaults are applied in ParseToTilemap
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var c = (config !== undefined) ? config : {};
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console.log("TC tilemap")
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return ParseToTilemap(
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this.scene,
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c.key,
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