mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 20:53:39 +00:00
Final 1.0.5 release.
This commit is contained in:
parent
9e88da5c66
commit
a415e779d1
12 changed files with 494 additions and 379 deletions
13
README.md
13
README.md
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@ -5,7 +5,7 @@ Phaser 1.0
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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 1.0.4 - Released: September 18th 2013
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Version: 1.0.5 - Released: September 20th 2013
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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@ -35,7 +35,7 @@ Phaser is everything we ever wanted from an HTML5 game framework. It will power
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Change Log
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----------
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Version 1.0.5 (In progress)
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Version 1.0.5 (September 20th 2013)
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* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
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* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
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@ -44,6 +44,15 @@ Version 1.0.5 (In progress)
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* Added Group.length property.
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* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
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* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
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* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
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* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
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* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
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* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
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* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
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* Removed Group.sort dummy entry until it's working.
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* Removed ArcadePhysics.postUpdate.
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* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
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* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
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Version 1.0.4 (September 18th 2013)
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@ -1,236 +0,0 @@
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{"frames": [
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{
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"filename": "ball_1.png",
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"frame": {"x":218,"y":38,"w":16,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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"sourceSize": {"w":16,"h":16}
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},
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{
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"filename": "ball_2.png",
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"frame": {"x":218,"y":20,"w":16,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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"sourceSize": {"w":16,"h":16}
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},
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{
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"filename": "ball_3.png",
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"frame": {"x":218,"y":2,"w":16,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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"sourceSize": {"w":16,"h":16}
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},
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{
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"filename": "ball_4.png",
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"frame": {"x":200,"y":38,"w":16,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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"sourceSize": {"w":16,"h":16}
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},
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{
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"filename": "ball_5.png",
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"frame": {"x":200,"y":20,"w":16,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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"sourceSize": {"w":16,"h":16}
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},
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{
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"filename": "brick_1_1.png",
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"frame": {"x":98,"y":21,"w":32,"h":17},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":17},
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"sourceSize": {"w":32,"h":17}
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},
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{
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"filename": "brick_1_2.png",
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"frame": {"x":98,"y":2,"w":32,"h":17},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":17},
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"sourceSize": {"w":32,"h":17}
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},
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{
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"filename": "brick_1_3.png",
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"frame": {"x":270,"y":17,"w":30,"h":13},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":1,"y":1,"w":30,"h":13},
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"sourceSize": {"w":32,"h":17}
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},
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{
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"filename": "brick_1_4.png",
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"frame": {"x":54,"y":52,"w":24,"h":9},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":4,"y":4,"w":24,"h":9},
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"sourceSize": {"w":32,"h":17}
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},
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{
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"filename": "brick_2_1.png",
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"frame": {"x":236,"y":19,"w":32,"h":15},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":15},
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"sourceSize": {"w":32,"h":15}
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},
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{
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"filename": "brick_2_2.png",
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"frame": {"x":236,"y":2,"w":32,"h":15},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":15},
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"sourceSize": {"w":32,"h":15}
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},
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{
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"filename": "brick_2_3.png",
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"frame": {"x":270,"y":2,"w":30,"h":13},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":1,"y":0,"w":30,"h":13},
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"sourceSize": {"w":32,"h":15}
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},
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{
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"filename": "brick_2_4.png",
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"frame": {"x":236,"y":50,"w":24,"h":11},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":4,"y":3,"w":24,"h":11},
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"sourceSize": {"w":32,"h":15}
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},
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{
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"filename": "brick_3_1.png",
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"frame": {"x":166,"y":20,"w":32,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "brick_3_2.png",
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"frame": {"x":166,"y":2,"w":32,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "brick_3_3.png",
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"frame": {"x":236,"y":36,"w":30,"h":12},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":1,"y":2,"w":30,"h":12},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "brick_3_4.png",
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"frame": {"x":28,"y":52,"w":24,"h":10},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":4,"y":3,"w":24,"h":10},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "one.png",
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"frame": {"x":66,"y":2,"w":30,"h":48},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":1,"y":16,"w":30,"h":48},
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"sourceSize": {"w":32,"h":64}
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},
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{
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"filename": "paddle_big.png",
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"frame": {"x":98,"y":40,"w":48,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":48,"h":16},
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"sourceSize": {"w":48,"h":16}
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},
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{
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"filename": "paddle_small.png",
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"frame": {"x":148,"y":38,"w":32,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "power_down.png",
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"frame": {"x":200,"y":2,"w":16,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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"sourceSize": {"w":16,"h":16}
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},
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{
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"filename": "power_up.png",
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"frame": {"x":182,"y":38,"w":16,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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"sourceSize": {"w":16,"h":16}
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},
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{
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"filename": "brick_4_1.png",
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"frame": {"x":132,"y":20,"w":32,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "brick_4_2.png",
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"frame": {"x":132,"y":2,"w":32,"h":16},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "brick_4_3.png",
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"frame": {"x":270,"y":32,"w":30,"h":12},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":1,"y":2,"w":30,"h":12},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "brick_4_4.png",
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"frame": {"x":2,"y":52,"w":24,"h":10},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":4,"y":3,"w":24,"h":10},
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"sourceSize": {"w":32,"h":16}
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},
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{
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"filename": "three.png",
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"frame": {"x":34,"y":2,"w":30,"h":48},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":1,"y":0,"w":30,"h":48},
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"sourceSize": {"w":32,"h":48}
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},
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{
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"filename": "two.png",
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"frame": {"x":2,"y":2,"w":30,"h":48},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":1,"y":16,"w":30,"h":48},
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"sourceSize": {"w":32,"h":64}
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}],
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"meta": {
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"app": "http://www.texturepacker.com",
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"version": "1.0",
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"image": "breakout.png",
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"format": "RGBA8888",
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"size": {"w":302,"h":64},
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"scale": "1",
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"smartupdate": "$TexturePacker:SmartUpdate:c510ff2f709e8d175b059cd1cbe64773$"
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}
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}
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Binary file not shown.
Before Width: | Height: | Size: 2.4 KiB |
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@ -55,8 +55,11 @@
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function render() {
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game.debug.renderRectangle(sprite1.body);
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game.debug.renderRectangle(sprite2.body);
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game.debug.renderSpriteInfo(sprite1, 32, 32);
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game.debug.renderSpriteCollision(sprite1, 32, 400);
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game.debug.renderSpriteBody(sprite1);
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game.debug.renderSpriteBody(sprite2);
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}
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@ -7,21 +7,37 @@
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.atlas('breakout', 'assets/sprites/breakout.png', 'assets/sprites/breakout.json');
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game.load.atlas('breakout', 'assets/games/breakout/breakout.png', 'assets/games/breakout/breakout.json');
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game.load.image('starfield', 'assets/misc/starfield.jpg');
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}
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var ball;
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var paddle;
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var bricks;
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var ballOnPaddle = true;
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var lives = 3;
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var score = 0;
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var scoreText;
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var livesText;
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var introText;
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var s;
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function create() {
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// We do this so the ball can still rebound with the world bounds, but it will look like it has gone off the bottom of the screen
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game.world.height = 620;
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s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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var brick;
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bricks = game.add.group();
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}
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}
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ball = game.add.sprite(game.world.centerX, 534, 'breakout', 'ball_1.png');
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paddle = game.add.sprite(game.world.centerX, 500, 'breakout', 'paddle_big.png');
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paddle.anchor.setTo(0.5, 0.5);
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paddle.body.collideWorldBounds = true;
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paddle.body.bounce.setTo(1, 1);
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paddle.body.immovable = true;
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ball = game.add.sprite(game.world.centerX, paddle.y - 16, 'breakout', 'ball_1.png');
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ball.anchor.setTo(0.5, 0.5);
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ball.body.collideWorldBounds = true;
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ball.body.bounce.setTo(1, 1);
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ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
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paddle = game.add.sprite(game.world.centerX, 550, 'breakout', 'paddle_big.png');
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paddle.body.collideWorldBounds = true;
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paddle.body.bounce.setTo(1, 1);
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paddle.body.immovable = true;
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scoreText = game.add.text(32, 550, 'score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" });
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livesText = game.add.text(680, 550, 'lives: 3', { font: "20px Arial", fill: "#ffffff", align: "left" });
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introText = game.add.text(game.world.centerX, 400, '- click to start -', { font: "40px Arial", fill: "#ffffff", align: "center" });
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introText.anchor.setTo(0.5, 0.5);
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game.input.onDown.add(releaseBall, this);
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@ -51,36 +74,133 @@
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function update () {
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// Fun, but a little sea-sick inducing :) Uncomment if you like!
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// s.tilePosition.x += (game.input.speed.x / 2);
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paddle.x = game.input.x;
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if (paddle.x < 24)
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{
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paddle.x = 24;
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}
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else if (paddle.x > game.width - 24)
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{
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paddle.x = game.width - 24;
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}
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if (ballOnPaddle)
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{
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ball.x = paddle.x + 16;
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ball.x = paddle.x;
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}
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else
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{
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game.physics.collide(paddle, ball);
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game.physics.collide(ball, paddle, ballHitPaddle, null, this);
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game.physics.collide(ball, bricks, ballHitBrick, null, this);
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}
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// Out?
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if (ball.y > 600 && ballOnPaddle == false)
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{
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ballLost();
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}
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}
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function releaseBall () {
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ballOnPaddle = false;
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ball.body.velocity.y = -300;
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ball.body.velocity.x = -75;
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ball.animations.play('spin');
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if (ballOnPaddle)
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{
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ballOnPaddle = false;
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ball.body.velocity.y = -300;
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ball.body.velocity.x = -75;
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ball.animations.play('spin');
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introText.visible = false;
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}
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}
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function ballLost () {
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lives--;
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if (lives == 0)
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{
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gameOver();
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}
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else
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{
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livesText.text = 'lives: ' + lives;
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ballOnPaddle = true;
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ball.body.velocity.setTo(0, 0);
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ball.x = paddle.x + 16;
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ball.y = paddle.y - 16;
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ball.animations.stop();
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}
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}
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function gameOver () {
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ball.body.velocity.setTo(0, 0);
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||||
|
||||
introText.text = "Game Over!";
|
||||
introText.visible = true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
function ballHitBrick (_ball, _brick) {
|
||||
|
||||
_brick.kill();
|
||||
|
||||
score += 10;
|
||||
|
||||
scoreText.text = 'score: ' + score;
|
||||
|
||||
// Are they any bricks left?
|
||||
if (bricks.countLiving() == 0)
|
||||
{
|
||||
// New level starts
|
||||
score += 1000;
|
||||
scoreText.text = 'score: ' + score;
|
||||
introText = '- Next Level -';
|
||||
|
||||
// Let's move the ball back to the paddle
|
||||
ballOnPaddle = true;
|
||||
ball.body.velocity.setTo(0, 0);
|
||||
ball.x = paddle.x + 16;
|
||||
ball.y = paddle.y - 16;
|
||||
ball.animations.stop();
|
||||
|
||||
// And bring the bricks back from the dead :)
|
||||
bricks.callAll('revive', this);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render () {
|
||||
function ballHitPaddle (_ball, _paddle) {
|
||||
|
||||
var diff = 0;
|
||||
|
||||
if (_ball.x < _paddle.x)
|
||||
{
|
||||
// Ball is on the left-hand side of the paddle
|
||||
diff = _paddle.x - _ball.x;
|
||||
_ball.body.velocity.x = (-10 * diff);
|
||||
}
|
||||
else if (_ball.x > _paddle.x)
|
||||
{
|
||||
// Ball is on the right-hand side of the paddle
|
||||
diff = _ball.x -_paddle.x;
|
||||
_ball.body.velocity.x = (10 * diff);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ball is perfectly in the middle
|
||||
// Add a little random X to stop it bouncing straight up!
|
||||
_ball.body.velocity.x = 2 + Math.random() * 8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
|
140
examples/games/invaders.php
Normal file
140
examples/games/invaders.php
Normal file
|
@ -0,0 +1,140 @@
|
|||
<?php
|
||||
$title = "Invaders";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
|
||||
game.load.image('bullet', 'assets/misc/bullet0.png');
|
||||
game.load.image('alien', 'assets/sprites/space-baddie.png');
|
||||
game.load.image('ship', 'assets/sprites/shmup-ship.png');
|
||||
|
||||
}
|
||||
|
||||
var player;
|
||||
var aliens;
|
||||
var bullets;
|
||||
var bulletTime = 0;
|
||||
|
||||
var pickle;
|
||||
|
||||
function create() {
|
||||
|
||||
player = game.add.sprite(400, 500, 'ship');
|
||||
player.anchor.setTo(0.5, 0.5);
|
||||
|
||||
aliens = game.add.group(null, 'aliens');
|
||||
|
||||
for (var y = 0; y < 4; y++)
|
||||
{
|
||||
for (var x = 0; x < 10; x++)
|
||||
{
|
||||
aliens.create(170 + x * 48, 100 + y * 50, 'alien');
|
||||
}
|
||||
}
|
||||
|
||||
// Shows off a known bug:
|
||||
// aliens.x = 100;
|
||||
// aliens.y = 50;
|
||||
|
||||
bullets = game.add.group(null, 'bullets');
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
var b = bullets.create(0, 0, 'bullet');
|
||||
b.name = 'bullet' + i;
|
||||
b.exists = false;
|
||||
b.visible = false;
|
||||
b.events.onOutOfBounds.add(resetBullet, this);
|
||||
}
|
||||
|
||||
// Shows off a known bug:
|
||||
// var tween = game.add.tween(aliens).to({x: 200}, 3000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
// tween.onComplete.add(descend, this);
|
||||
|
||||
}
|
||||
|
||||
function overAlien () {
|
||||
console.log('over pickle');
|
||||
}
|
||||
|
||||
function descend() {
|
||||
aliens.y += 10;
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
player.velocity.x = 0;
|
||||
player.velocity.y = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
player.velocity.x = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
player.velocity.x = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
|
||||
{
|
||||
fireBullet();
|
||||
}
|
||||
|
||||
game.physics.collide(bullets, aliens, collisionHandler, null, this);
|
||||
|
||||
}
|
||||
|
||||
function fireBullet () {
|
||||
|
||||
if (game.time.now > bulletTime)
|
||||
{
|
||||
bullet = bullets.getFirstExists(false);
|
||||
|
||||
if (bullet)
|
||||
{
|
||||
bullet.reset(player.x + 6, player.y - 8);
|
||||
bullet.velocity.y = -300;
|
||||
bulletTime = game.time.now + 250;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Called if the bullet goes out of the screen
|
||||
function resetBullet (bullet) {
|
||||
bullet.kill();
|
||||
}
|
||||
|
||||
function collisionHandler (bullet, alien) {
|
||||
|
||||
bullet.kill();
|
||||
alien.kill();
|
||||
|
||||
}
|
||||
|
||||
function render () {
|
||||
|
||||
aliens.forEach(renderBounds, this);
|
||||
|
||||
game.debug.renderQuadTree(game.physics.quadTree);
|
||||
|
||||
}
|
||||
|
||||
function renderBounds(s) {
|
||||
game.debug.renderSpriteBounds(s, 'rgba(0,0,255,0.4)', true);
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
|
@ -12,11 +12,11 @@
|
|||
var s;
|
||||
|
||||
function preload() {
|
||||
game.load.image('disk', 'assets/misc/starfield.jpg');
|
||||
game.load.image('starfield', 'assets/misc/starfield.jpg');
|
||||
}
|
||||
|
||||
function create() {
|
||||
s = game.add.tileSprite(0, 0, 800, 600, 'disk');
|
||||
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
|
|
@ -273,54 +273,6 @@ Phaser.Group.prototype = {
|
|||
|
||||
},
|
||||
|
||||
/**
|
||||
* Call this function to sort the group according to a particular value and order.
|
||||
* For example, to sort game objects for Zelda-style overlaps you might call
|
||||
* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
|
||||
* <code>State.update()</code> override. To sort all existing objects after
|
||||
* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
|
||||
*
|
||||
* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "z".
|
||||
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
|
||||
*/
|
||||
|
||||
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.c
|
||||
|
||||
sort: function (index, order) {
|
||||
// if (typeof index === "undefined") { index = 'z'; }
|
||||
// if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; }
|
||||
// var _this = this;
|
||||
// this._sortIndex = index;
|
||||
// this._sortOrder = order;
|
||||
// this.members.sort(function (a, b) {
|
||||
// return _this.sortHandler(a, b);
|
||||
// });
|
||||
},
|
||||
|
||||
/**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
sortHandler: function (obj1, obj2) {
|
||||
|
||||
/*
|
||||
if (!obj1 || !obj2) {
|
||||
//console.log('null objects in sort', obj1, obj2);
|
||||
return 0;
|
||||
}
|
||||
if (obj1[this._sortIndex] < obj2[this._sortIndex]) {
|
||||
return this._sortOrder;
|
||||
} else if (obj1[this._sortIndex] > obj2[this._sortIndex]) {
|
||||
return -this._sortOrder;
|
||||
}
|
||||
return 0;
|
||||
*/
|
||||
},
|
||||
|
||||
// key is an ARRAY of values.
|
||||
setProperty: function (child, key, value, operation) {
|
||||
|
||||
|
@ -424,8 +376,31 @@ Phaser.Group.prototype = {
|
|||
|
||||
},
|
||||
|
||||
callAllExists: function (callback, callbackContext, existsValue) {
|
||||
|
||||
var args = Array.prototype.splice.call(arguments, 3);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
|
||||
var currentNode = this._container.first._iNext;
|
||||
|
||||
do
|
||||
{
|
||||
if (currentNode.exists == existsValue && currentNode[callback])
|
||||
{
|
||||
currentNode[callback].apply(currentNode, args);
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
}
|
||||
while (currentNode != this._container.last._iNext)
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Calls a function on all of the active children (children with exists=true).
|
||||
* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
|
||||
* You must pass the context in which the callback is applied.
|
||||
* After the context you can add as many parameters as you like, which will all be passed to the child.
|
||||
*/
|
||||
|
@ -439,7 +414,7 @@ Phaser.Group.prototype = {
|
|||
|
||||
do
|
||||
{
|
||||
if (currentNode.exists && currentNode[callback])
|
||||
if (currentNode[callback])
|
||||
{
|
||||
currentNode[callback].apply(currentNode, args);
|
||||
}
|
||||
|
|
|
@ -214,6 +214,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
|
||||
|
||||
// If this sprite or the camera have moved then let's update everything
|
||||
// Note: The actual position shouldn't be changed if this item is inside a Group?
|
||||
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
||||
{
|
||||
this.position.x = this._cache.x;
|
||||
|
@ -224,76 +225,77 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||
if (this.visible)
|
||||
{
|
||||
this.renderOrderID = this.game.world.currentRenderOrderID++;
|
||||
|
||||
// |a c tx|
|
||||
// |b d ty|
|
||||
// |0 0 1|
|
||||
|
||||
// Only update the values we need
|
||||
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
|
||||
{
|
||||
this._cache.a00 = this.worldTransform[0]; // scaleX a
|
||||
this._cache.a01 = this.worldTransform[1]; // skewY c
|
||||
this._cache.i01 = this.worldTransform[1]; // skewY c
|
||||
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
|
||||
this._cache.a01 *= -1;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
|
||||
if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
|
||||
{
|
||||
this._cache.a10 = this.worldTransform[3]; // skewX b
|
||||
this._cache.i10 = this.worldTransform[3]; // skewX b
|
||||
this._cache.a11 = this.worldTransform[4]; // scaleY d
|
||||
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
|
||||
this._cache.a10 *= -1;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
|
||||
{
|
||||
this._cache.a02 = this.worldTransform[2]; // translateX tx
|
||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
// Frame updated?
|
||||
if (this.currentFrame.uuid != this._cache.frameID)
|
||||
{
|
||||
this._cache.frameWidth = this.texture.frame.width;
|
||||
this._cache.frameHeight = this.texture.frame.height;
|
||||
this._cache.frameID = this.currentFrame.uuid;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this._cache.dirty)
|
||||
{
|
||||
this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
|
||||
this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
|
||||
this._cache.halfWidth = Math.floor(this._cache.width / 2);
|
||||
this._cache.halfHeight = Math.floor(this._cache.height / 2);
|
||||
|
||||
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
|
||||
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
|
||||
|
||||
this.updateBounds();
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
// |a c tx|
|
||||
// |b d ty|
|
||||
// |0 0 1|
|
||||
|
||||
// Only update the values we need
|
||||
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
|
||||
{
|
||||
this._cache.a00 = this.worldTransform[0]; // scaleX a
|
||||
this._cache.a01 = this.worldTransform[1]; // skewY c
|
||||
this._cache.i01 = this.worldTransform[1]; // skewY c
|
||||
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
|
||||
this._cache.a01 *= -1;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
|
||||
if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
|
||||
{
|
||||
this._cache.a10 = this.worldTransform[3]; // skewX b
|
||||
this._cache.i10 = this.worldTransform[3]; // skewX b
|
||||
this._cache.a11 = this.worldTransform[4]; // scaleY d
|
||||
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
|
||||
this._cache.a10 *= -1;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
|
||||
{
|
||||
this._cache.a02 = this.worldTransform[2]; // translateX tx
|
||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
// Frame updated?
|
||||
if (this.currentFrame.uuid != this._cache.frameID)
|
||||
{
|
||||
this._cache.frameWidth = this.texture.frame.width;
|
||||
this._cache.frameHeight = this.texture.frame.height;
|
||||
this._cache.frameID = this.currentFrame.uuid;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this._cache.dirty)
|
||||
{
|
||||
this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
|
||||
this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
|
||||
this._cache.halfWidth = Math.floor(this._cache.width / 2);
|
||||
this._cache.halfHeight = Math.floor(this._cache.height / 2);
|
||||
|
||||
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
|
||||
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
|
||||
|
||||
this.updateBounds();
|
||||
}
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// We still need to work out the bounds in case the camera has moved
|
||||
// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
|
||||
// So we'll compare against the cached state + new position.
|
||||
if (this._cache.dirty && this.visible == false)
|
||||
{
|
||||
this.bounds.x -= this._cache.boundsX - this._cache.x;
|
||||
this._cache.boundsX = this._cache.x;
|
||||
// if (this._cache.dirty && this.visible == false)
|
||||
// {
|
||||
// this.bounds.x -= this._cache.boundsX - this._cache.x;
|
||||
// this._cache.boundsX = this._cache.x;
|
||||
|
||||
this.bounds.y -= this._cache.boundsY - this._cache.y;
|
||||
this._cache.boundsY = this._cache.y;
|
||||
}
|
||||
}
|
||||
// this.bounds.y -= this._cache.boundsY - this._cache.y;
|
||||
// this._cache.boundsY = this._cache.y;
|
||||
// }
|
||||
// }
|
||||
|
||||
// Re-run the camera visibility check
|
||||
if (this._cache.dirty)
|
||||
|
@ -302,7 +304,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||
|
||||
if (this.autoCull == true)
|
||||
{
|
||||
this.visible = this._cache.cameraVisible;
|
||||
// Won't get rendered but will still get its transform updated
|
||||
this.renderable = this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
// Update our physics bounds
|
||||
|
@ -313,6 +316,15 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||
|
||||
}
|
||||
|
||||
Phaser.Sprite.prototype.postUpdate = function() {
|
||||
|
||||
if (this.exists)
|
||||
{
|
||||
this.body.postUpdate();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the sprite so its center is located on the given x and y coordinates.
|
||||
* Doesn't change the origin of the sprite.
|
||||
|
|
|
@ -17,6 +17,9 @@ Phaser.Text = function (game, x, y, text, style) {
|
|||
|
||||
this.game = game;
|
||||
|
||||
this._text = text;
|
||||
this._style = style;
|
||||
|
||||
PIXI.Text.call(this, text, style);
|
||||
|
||||
this.type = Phaser.TEXT;
|
||||
|
@ -91,3 +94,40 @@ Object.defineProperty(Phaser.Text.prototype, 'angle', {
|
|||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Text.prototype, 'text', {
|
||||
|
||||
get: function() {
|
||||
return this._text;
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
|
||||
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
|
||||
if (value !== this._text)
|
||||
{
|
||||
this._text = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Text.prototype, 'style', {
|
||||
|
||||
get: function() {
|
||||
return this._style;
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
|
||||
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
|
||||
if (value !== this._style)
|
||||
{
|
||||
this._style = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
|
|
@ -7,6 +7,8 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
|||
|
||||
this.x = sprite.x;
|
||||
this.y = sprite.y;
|
||||
this.lastX = sprite.x;
|
||||
this.lastY = sprite.y;
|
||||
|
||||
// un-scaled original size
|
||||
this.sourceWidth = sprite.currentFrame.sourceSizeW;
|
||||
|
@ -62,9 +64,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
|||
|
||||
this.collideWorldBounds = false;
|
||||
|
||||
this.lastX = sprite.x;
|
||||
this.lastY = sprite.y;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
@ -102,8 +101,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
this.lastY = this.y;
|
||||
this.rotation = this.sprite.angle;
|
||||
|
||||
// There is a bug here in that the worldTransform values are what should be used, otherwise the quadTree gets the wrong rect given to it
|
||||
this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
// this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
// this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
|
||||
if (this.moves)
|
||||
{
|
||||
|
@ -122,6 +124,16 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
this.game.physics.quadTree.insert(this);
|
||||
}
|
||||
|
||||
if (this.deltaX() != 0)
|
||||
{
|
||||
this.sprite.x -= this.deltaX();
|
||||
}
|
||||
|
||||
if (this.deltaY() != 0)
|
||||
{
|
||||
this.sprite.y -= this.deltaY();
|
||||
}
|
||||
|
||||
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
|
||||
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
||||
|
|
|
@ -119,6 +119,14 @@ Phaser.Utils.Debug.prototype = {
|
|||
this.context.strokeStyle = color;
|
||||
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
|
||||
this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
|
||||
|
||||
this.context.strokeStyle = 'rgb(0,255,0)';
|
||||
|
||||
// children
|
||||
for (var i = 0; i < quadtree.objects.length; i++)
|
||||
{
|
||||
this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -374,6 +382,7 @@ Phaser.Utils.Debug.prototype = {
|
|||
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
||||
this.line('visible: ' + sprite.visible);
|
||||
this.line('in camera: ' + sprite.inCamera);
|
||||
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
|
||||
|
||||
// 0 = scaleX
|
||||
// 1 = skewY
|
||||
|
@ -382,7 +391,6 @@ Phaser.Utils.Debug.prototype = {
|
|||
// 4 = scaleY
|
||||
// 5 = translateY
|
||||
|
||||
|
||||
// this.line('id: ' + sprite._id);
|
||||
// this.line('scale x: ' + sprite.worldTransform[0]);
|
||||
// this.line('scale y: ' + sprite.worldTransform[4]);
|
||||
|
@ -390,6 +398,8 @@ Phaser.Utils.Debug.prototype = {
|
|||
// this.line('ty: ' + sprite.worldTransform[5]);
|
||||
// this.line('skew x: ' + sprite.worldTransform[3]);
|
||||
// this.line('skew y: ' + sprite.worldTransform[1]);
|
||||
// this.line('dx: ' + sprite.body.deltaX());
|
||||
// this.line('dy: ' + sprite.body.deltaY());
|
||||
|
||||
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
|
||||
|
||||
|
@ -454,18 +464,48 @@ Phaser.Utils.Debug.prototype = {
|
|||
|
||||
},
|
||||
|
||||
renderSpriteBounds: function (sprite, color) {
|
||||
renderSpriteBody: function (sprite, color) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
color = color || 'rgba(0, 255, 0, 0.2)';
|
||||
color = color || 'rgba(255,0,255, 0.3)';
|
||||
|
||||
this.start(0, 0, color);
|
||||
|
||||
this.start();
|
||||
this.context.fillStyle = color;
|
||||
this.context.fillRect(sprite.worldView.x, sprite.worldView.y, sprite.worldView.width, sprite.worldView.height);
|
||||
// this.context.fillRect(sprite.body.x - sprite.body.deltaX(), sprite.body.y - sprite.body.deltaY(), sprite.body.width, sprite.body.height);
|
||||
this.context.fillRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height);
|
||||
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
renderSpriteBounds: function (sprite, color, fill) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
color = color || 'rgb(255,0,255)';
|
||||
|
||||
this.start(0, 0, color);
|
||||
|
||||
if (fill)
|
||||
{
|
||||
this.context.fillStyle = color;
|
||||
this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.context.strokeStyle = color;
|
||||
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
||||
this.context.stroke();
|
||||
}
|
||||
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
|
Loading…
Reference in a new issue