mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
Complete 0.9 release
This commit is contained in:
parent
64d57b8e05
commit
a90606a28a
64 changed files with 1095 additions and 1210 deletions
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@ -5,6 +5,13 @@
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/// <reference path="system/animation/Frame.ts" />
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/// <reference path="system/animation/FrameData.ts" />
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/**
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* Phaser - AnimationManager
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*
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* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
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* sprite specific animations.
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*/
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module Phaser {
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export class AnimationManager {
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@ -1,16 +1,10 @@
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/// <reference path="Game.ts" />
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/**
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* This is a useful "generic" object.
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* Both <code>GameObject</code> and <code>Group</code> extend this class,
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* as do the plugins. Has no size, position or graphical data.
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*
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* @author Adam Atomic
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* @author Richard Davey
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*/
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/**
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* Phaser
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* Phaser - Basic
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*
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* A useful "generic" object on which all GameObjects and Groups are based.
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* It has no size, position or graphical data.
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*/
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module Phaser {
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@ -1,7 +1,10 @@
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/// <reference path="Game.ts" />
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/**
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* Phaser
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* Phaser - Cache
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*
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* A game only has one instance of a Cache and it is used to store all externally loaded assets such
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* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
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*/
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module Phaser {
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@ -1,11 +1,14 @@
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/// <reference path="Game.ts" />
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/// <reference path="system/Camera.ts" />
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// TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct
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// TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
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/**
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* Phaser
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* Phaser - CameraManager
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*
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* Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying
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* all of the cameras in the world.
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*
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* TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct
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* TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
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*/
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module Phaser {
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@ -7,7 +7,9 @@
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/// <reference path="system/QuadTree.ts" />
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/**
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* Phaser - Collision
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* Phaser - Collision
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*
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* A set of extremely useful collision and geometry intersection functions.
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*/
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module Phaser {
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@ -1,7 +1,12 @@
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/// <reference path="Game.ts" />
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/**
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* Phaser
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* Phaser - DynamicTexture
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*
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* A DynamicTexture can be thought of as a mini canvas into which you can draw anything.
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* Game Objects can be assigned a DynamicTexture, so when they render in the world they do so
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* based on the contents of the texture at the time. This allows you to create powerful effects
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* once and have them replicated across as many game objects as you like.
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*/
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module Phaser {
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@ -10,7 +10,7 @@
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/// <reference path="Motion.ts" />
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/// <reference path="Signal.ts" />
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/// <reference path="SignalBinding.ts" />
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/// <reference path="Sound.ts" />
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/// <reference path="SoundManager.ts" />
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/// <reference path="Stage.ts" />
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/// <reference path="Time.ts" />
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/// <reference path="TweenManager.ts" />
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/// <reference path="gameobjects/Tilemap.ts" />
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/**
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* Phaser
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* Phaser - Game
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*
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* Richard Davey (@photonstorm)
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* Adam Saltsman (@ADAMATOMIC) (original Flixel code)
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* This is where the magic happens. The Game object is the heart of your game, providing quick access to common
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* functions and handling the boot process.
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*/
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module Phaser {
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/// <reference path="Game.ts" />
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/**
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* Phaser - GameMath
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*
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* @desc Adds a set of extra Math functions and extends a few commonly used ones.
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* Includes methods written by Dylan Engelman and Adam Saltsman.
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*
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* @version 1.0 - 17th March 2013
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* @author Richard Davey
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*/
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* Phaser - GameMath
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*
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* Adds a set of extra Math functions used through-out Phaser.
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* Includes methods written by Dylan Engelman and Adam Saltsman.
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*/
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module Phaser {
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/// <reference path="Game.ts" />
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/**
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* This is an organizational class that can update and render a bunch of <code>Basic</code>s.
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* NOTE: Although <code>Group</code> extends <code>Basic</code>, it will not automatically
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* add itself to the global collisions quad tree, it will only add its members.
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*
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* @author Adam Atomic
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* @author Richard Davey
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*/
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/**
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* Phaser
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* Phaser - Group
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*
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* This class is used for organising, updating and sorting game objects.
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*
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*/
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module Phaser {
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/// <reference path="Game.ts" />
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/**
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* Phaser
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* Phaser - Loader
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*
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* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
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*/
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module Phaser {
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/// <reference path="gameobjects/GameObject.ts" />
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/**
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* Phaser - Motion
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* Phaser - Motion
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*
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* The Motion class contains lots of useful functions for moving game objects around in world space.
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*/
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module Phaser {
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@ -106,6 +106,14 @@
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<Content Include="geom\Rectangle.js">
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<DependentUpon>Rectangle.ts</DependentUpon>
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</Content>
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<Content Include="SoundManager.js">
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<DependentUpon>SoundManager.ts</DependentUpon>
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</Content>
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<Content Include="system\Sound.js">
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<DependentUpon>Sound.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="system\Sound.ts" />
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<TypeScriptCompile Include="SoundManager.ts" />
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<Content Include="system\animation\Animation.js">
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<DependentUpon>Animation.ts</DependentUpon>
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</Content>
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<Content Include="SignalBinding.js">
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<DependentUpon>SignalBinding.ts</DependentUpon>
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</Content>
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<Content Include="Sound.js">
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<DependentUpon>Sound.ts</DependentUpon>
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</Content>
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<Content Include="Stage.js">
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<DependentUpon>Stage.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="Time.ts" />
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<TypeScriptCompile Include="State.ts" />
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<TypeScriptCompile Include="Stage.ts" />
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<TypeScriptCompile Include="Sound.ts" />
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<TypeScriptCompile Include="SignalBinding.ts" />
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<TypeScriptCompile Include="Signal.ts" />
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<TypeScriptCompile Include="Phaser.ts" />
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@ -1,16 +1,17 @@
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/**
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* Phaser
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* Phaser
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*
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* v0.9 - April 18th 2013
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* v0.9 - April 18th 2013
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*
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* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
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* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
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*
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* Richard Davey (@photonstorm)
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* Adam Saltsman (@ADAMATOMIC) (original Flixel code)
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* Richard Davey (@photonstorm)
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*
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* "If you want your children to be intelligent, read them fairy tales."
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* "If you want them to be more intelligent, read them more fairy tales."
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* -- Albert Einstein
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
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*
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* "If you want your children to be intelligent, read them fairy tales."
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* "If you want them to be more intelligent, read them more fairy tales."
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* -- Albert Einstein
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*/
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module Phaser {
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/// <reference path="SignalBinding.ts" />
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/*
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* Signal
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*
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* @desc A TypeScript conversion of JS Signals by Miller Medeiros
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*
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* @version 1. - 7th March 2013
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*
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* @author Richard Davey, TypeScript conversion
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* @author Miller Medeiros, JS Signals
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*
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*/
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/**
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* Custom event broadcaster
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* <br />- inspired by Robert Penner's AS3 Signals.
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* @name Signal
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* @author Miller Medeiros
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* @constructor
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*/
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/**
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* Phaser
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* Phaser - Signal
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*
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* A Signal is used for object communication via a custom broadcaster instead of Events.
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* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey.
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*/
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module Phaser {
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/// <reference path="Signal.ts" />
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/*
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* SignalBinding
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*
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* @desc An object that represents a binding between a Signal and a listener function.
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*
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* @version 1. - 7th March 2013
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*
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* @author Richard Davey, TypeScript conversion
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* @author Miller Medeiros, JS Signals
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*
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*/
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/**
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* Phaser
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* Phaser - SignalBinding
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*
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* An object that represents a binding between a Signal and a listener function.
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* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey.
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*/
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module Phaser {
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/// <reference path="Game.ts" />
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/**
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* Phaser
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* Phaser - SoundManager
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*
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* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
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*/
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module Phaser {
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}
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}
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module Phaser {
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export class Sound {
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constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) {
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this._context = context;
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this._gainNode = gainNode;
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this._buffer = data;
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this._volume = volume;
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this.loop = loop;
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// Local volume control
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if (this._context !== null)
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{
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this._localGainNode = this._context.createGainNode();
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this._localGainNode.connect(this._gainNode);
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this._localGainNode.gain.value = this._volume;
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}
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if (this._buffer === null)
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{
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this.isDecoding = true;
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}
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else
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{
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this.play();
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}
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}
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private _context;
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private _gainNode;
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private _localGainNode;
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private _buffer;
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private _volume: number;
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private _sound;
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loop: bool = false;
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duration: number;
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isPlaying: bool = false;
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isDecoding: bool = false;
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public setDecodedBuffer(data) {
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this._buffer = data;
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this.isDecoding = false;
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this.play();
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}
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public play() {
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if (this._buffer === null || this.isDecoding === true)
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{
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return;
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}
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this._sound = this._context.createBufferSource();
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this._sound.buffer = this._buffer;
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this._sound.connect(this._localGainNode);
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if (this.loop)
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{
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this._sound.loop = true;
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}
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this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
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this.duration = this._sound.buffer.duration;
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this.isPlaying = true;
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}
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public stop() {
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if (this.isPlaying === true)
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{
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this.isPlaying = false;
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this._sound.noteOff(0);
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}
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}
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public mute() {
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this._localGainNode.gain.value = 0;
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}
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public unmute() {
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this._localGainNode.gain.value = this._volume;
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}
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public set volume(value: number) {
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this._volume = value;
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this._localGainNode.gain.value = this._volume;
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}
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public get volume(): number {
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return this._volume;
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}
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}
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}
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/// <reference path="system/StageScaleMode.ts" />
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/**
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* Phaser
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* Phaser - Stage
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*
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* The Stage is the canvas on which everything is displayed. This class handles display within the web browser, focus handling,
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* resizing, scaling and pause/boot screens.
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*/
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module Phaser {
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/// <reference path="Game.ts" />
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/**
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* Phaser
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* Phaser - State
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*
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* This is a base State class which can be extended if you are creating your game using TypeScript.
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*/
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module Phaser {
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@ -1,7 +1,9 @@
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/// <reference path="Game.ts" />
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/**
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* Phaser
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* Phaser - Time
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*
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||||
* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
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*/
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module Phaser {
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/// <reference path="system/Tween.ts" />
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/**
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* Phaser - Tween Manager
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*
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* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript, patched and integrated into Phaser
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||||
*
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||||
* @version 1.0 - 11th January 2013
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*
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||||
* @author Richard Davey, TypeScript conversion and Phaser integration
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||||
* @author sole / http://soledadpenades.com
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||||
* @author mrdoob / http://mrdoob.com
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||||
* @author Robert Eisele / http://www.xarg.org
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* @author Philippe / http://philippe.elsass.me
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* @author Robert Penner / http://www.robertpenner.com/easing_terms_of_use.html
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* @author Paul Lewis / http://www.aerotwist.com/
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* @author lechecacharro
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* @author Josh Faul / http://jocafa.com/
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* @author egraether / http://egraether.com/
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*
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||||
* @todo
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* 1) Allow for tweening direct numeric values, not just object properties
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* 2) YoYo support
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*/
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* Phaser - TweenManager
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*
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* The Game has a single instance of the TweenManager through which all Tween objects are created and updated.
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* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
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* TweenManager is based heavily on tween.js by sole (http://soledadpenades.com).
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||||
* I converted it to TypeScript, swapped the callbacks for signals and patched a few issues with regard
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||||
* to properties and completion errors. Please see https://github.com/sole/tween.js for a full list of contributors.
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||||
*/
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||||
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||||
module Phaser {
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||||
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@ -1,7 +1,11 @@
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/// <reference path="Game.ts" />
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||||
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||||
/**
|
||||
* Phaser
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||||
* Phaser - World
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||||
*
|
||||
* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
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||||
* by stage limits and can be any size or dimension. You look into the world via cameras and all game objects
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* live within the world at world-based coordinates. By default a world is created the same size as your Stage.
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||||
*/
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||||
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||||
module Phaser {
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||||
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@ -2,21 +2,11 @@
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/// <reference path="../Group.ts" />
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||||
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||||
/**
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||||
* <code>Emitter</code> is a lightweight particle emitter.
|
||||
* It can be used for one-time explosions or for
|
||||
* continuous fx like rain and fire. <code>Emitter</code>
|
||||
* is not optimized or anything; all it does is launch
|
||||
* <code>Particle</code> objects out at set intervals
|
||||
* by setting their positions and velocities accordingly.
|
||||
* It is easy to use and relatively efficient,
|
||||
* relying on <code>Group</code>'s RECYCLE POWERS.
|
||||
*
|
||||
* @author Adam Atomic
|
||||
* @author Richard Davey
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Emitter
|
||||
*
|
||||
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
|
||||
* continuous effects like rain and fire. All it really does is launch Particle objects out
|
||||
* at set intervals, and fixes their positions and velocities accorindgly.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -3,7 +3,10 @@
|
|||
/// <reference path="../Signal.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - GameObject
|
||||
*
|
||||
* This is the base GameObject on which all other game objects are derived. It contains all the logic required for position,
|
||||
* motion, size, collision and input.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - GeomSprite
|
||||
*
|
||||
* A GeomSprite is a special kind of GameObject that contains a base geometry class (Circle, Line, Point, Rectangle).
|
||||
* They can be rendered in the game and used for collision just like any other game object. Display of them is controlled
|
||||
* via the lineWidth / lineColor / fillColor and renderOutline / renderFill properties.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -2,19 +2,10 @@
|
|||
/// <reference path="Sprite.ts" />
|
||||
|
||||
/**
|
||||
* This is a simple particle class that extends the default behavior
|
||||
* of <code>Sprite</code> to have slightly more specialized behavior
|
||||
* common to many game scenarios. You can override and extend this class
|
||||
* just like you would <code>Sprite</code>. While <code>Emitter</code>
|
||||
* used to work with just any old sprite, it now requires a
|
||||
* <code>Particle</code> based class.
|
||||
*
|
||||
* @author Adam Atomic
|
||||
* @author Richard Davey
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Particle
|
||||
*
|
||||
* This is a simple particle class that extends a Sprite to have a slightly more
|
||||
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -3,7 +3,10 @@
|
|||
/// <reference path="GameObject.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Sprite
|
||||
*
|
||||
* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
|
||||
* It's probably the most used GameObject of all.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -4,7 +4,10 @@
|
|||
/// <reference path="../system/TilemapBuffer.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Tilemap
|
||||
*
|
||||
* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
|
||||
* Internally it creates a TilemapBuffer for each camera in the world.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,13 +1,10 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Geom - Circle
|
||||
*
|
||||
* @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter.
|
||||
*
|
||||
* @version 1.1 - 11th October 2012
|
||||
* @author Richard Davey
|
||||
*/
|
||||
* Phaser - Circle
|
||||
*
|
||||
* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
|
|
|
@ -1,13 +1,10 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Geom - IntersectResult
|
||||
*
|
||||
* @desc A light-weight result object to hold the results of an intersection
|
||||
*
|
||||
* @version 1.0 - 15th October 2012
|
||||
* @author Richard Davey
|
||||
*/
|
||||
* Phaser - IntersectResult
|
||||
*
|
||||
* A light-weight result object to hold the results of an intersection. For when you need more than just true/false.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Geom - Line
|
||||
*
|
||||
* @desc A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment.
|
||||
*
|
||||
* @version 1.0 - 11th October 2012
|
||||
* @author Ross Kettle
|
||||
* @author Richard Davey
|
||||
*/
|
||||
* Phaser - Line
|
||||
*
|
||||
* A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
|
|
|
@ -1,17 +1,9 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Point
|
||||
*
|
||||
* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
||||
*
|
||||
* @version 1.2 - 27th February 2013
|
||||
* @author Richard Davey
|
||||
* @todo polar, interpolate
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Point
|
||||
*
|
||||
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,16 +1,9 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Rectangle
|
||||
*
|
||||
* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
|
||||
*
|
||||
* @version 1.2 - 15th October 2012
|
||||
* @author Richard Davey
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Rectangle
|
||||
*
|
||||
* A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -2,7 +2,11 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Camera
|
||||
*
|
||||
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
|
||||
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
|
||||
* additional cameras created via the CameraManager.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,19 +1,10 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Device
|
||||
*
|
||||
* @desc Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr
|
||||
* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
|
||||
*
|
||||
* @version 1.0 - March 5th 2013
|
||||
* @author Richard Davey
|
||||
* @author mrdoob
|
||||
* @author Modernizr team
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Device
|
||||
*
|
||||
* Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr
|
||||
* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,13 +1,9 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* A miniature linked list class.
|
||||
* Useful for optimizing time-critical or highly repetitive tasks!
|
||||
* See <code>QuadTree</code> for how to use it, IF YOU DARE.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - LinkedList
|
||||
*
|
||||
* A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks!
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -2,15 +2,11 @@
|
|||
/// <reference path="LinkedList.ts" />
|
||||
|
||||
/**
|
||||
* A fairly generic quad tree structure for rapid overlap checks.
|
||||
* QuadTree is also configured for single or dual list operation.
|
||||
* You can add items either to its A list or its B list.
|
||||
* When you do an overlap check, you can compare the A list to itself,
|
||||
* or the A list against the B list. Handy for different things!
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - QuadTree
|
||||
*
|
||||
* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation.
|
||||
* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself,
|
||||
* or the A list against the B list. Handy for different things!
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,19 +1,11 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Repeatable Random Data Generator
|
||||
*
|
||||
* @desc Manages the creation of unique internal game IDs
|
||||
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
|
||||
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
|
||||
*
|
||||
* @version 1.1 - 1st March 2013
|
||||
* @author Josh Faul
|
||||
* @author Richard Davey, TypeScript conversion and additional methods
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - RandomDataGenerator
|
||||
*
|
||||
* An extremely useful repeatable random data generator. Access it via Game.rnd
|
||||
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
|
||||
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,16 +1,9 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* RequestAnimationFrame
|
||||
*
|
||||
* @desc Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
|
||||
*
|
||||
* @version 0.3 - 15th October 2012
|
||||
* @author Richard Davey
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - RequestAnimationFrame
|
||||
*
|
||||
* Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
120
Phaser/system/Sound.ts
Normal file
120
Phaser/system/Sound.ts
Normal file
|
@ -0,0 +1,120 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../SoundManager.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Sound
|
||||
*
|
||||
* A Sound file, used by the Game.SoundManager for playback.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class Sound {
|
||||
|
||||
constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) {
|
||||
|
||||
this._context = context;
|
||||
this._gainNode = gainNode;
|
||||
this._buffer = data;
|
||||
this._volume = volume;
|
||||
this.loop = loop;
|
||||
|
||||
// Local volume control
|
||||
if (this._context !== null)
|
||||
{
|
||||
this._localGainNode = this._context.createGainNode();
|
||||
this._localGainNode.connect(this._gainNode);
|
||||
this._localGainNode.gain.value = this._volume;
|
||||
}
|
||||
|
||||
if (this._buffer === null)
|
||||
{
|
||||
this.isDecoding = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.play();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private _context;
|
||||
private _gainNode;
|
||||
private _localGainNode;
|
||||
private _buffer;
|
||||
private _volume: number;
|
||||
private _sound;
|
||||
|
||||
loop: bool = false;
|
||||
duration: number;
|
||||
isPlaying: bool = false;
|
||||
isDecoding: bool = false;
|
||||
|
||||
public setDecodedBuffer(data) {
|
||||
|
||||
this._buffer = data;
|
||||
this.isDecoding = false;
|
||||
this.play();
|
||||
|
||||
}
|
||||
|
||||
public play() {
|
||||
|
||||
if (this._buffer === null || this.isDecoding === true)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._sound = this._context.createBufferSource();
|
||||
this._sound.buffer = this._buffer;
|
||||
this._sound.connect(this._localGainNode);
|
||||
|
||||
if (this.loop)
|
||||
{
|
||||
this._sound.loop = true;
|
||||
}
|
||||
|
||||
this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
|
||||
|
||||
this.duration = this._sound.buffer.duration;
|
||||
this.isPlaying = true;
|
||||
|
||||
}
|
||||
|
||||
public stop() {
|
||||
|
||||
if (this.isPlaying === true)
|
||||
{
|
||||
this.isPlaying = false;
|
||||
|
||||
this._sound.noteOff(0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public mute() {
|
||||
|
||||
this._localGainNode.gain.value = 0;
|
||||
|
||||
}
|
||||
|
||||
public unmute() {
|
||||
|
||||
this._localGainNode.gain.value = this._volume;
|
||||
|
||||
}
|
||||
|
||||
public set volume(value: number) {
|
||||
|
||||
this._volume = value;
|
||||
this._localGainNode.gain.value = this._volume;
|
||||
|
||||
}
|
||||
|
||||
public get volume(): number {
|
||||
return this._volume;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,16 +1,11 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/*
|
||||
* Based on code from Viewporter v2.0
|
||||
* http://github.com/zynga/viewporter
|
||||
*
|
||||
* Copyright 2011, Zynga Inc.
|
||||
* Licensed under the MIT License.
|
||||
* https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - StageScaleMode
|
||||
*
|
||||
* This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow
|
||||
* you to maintain proportion and aspect ratio.
|
||||
* It is based on a technique taken from Viewporter v2.0 by Zynga Inc. http://github.com/zynga/viewporter
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,16 +1,9 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
|
||||
* You can use <code>Tilemap.setTileProperties()</code> to alter the collision properties and
|
||||
* callback functions and filters for this object to do things like one-way tiles or whatever.
|
||||
*
|
||||
* @author Adam Atomic
|
||||
* @author Richard Davey
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Tile
|
||||
*
|
||||
* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* A Tilemap Buffer
|
||||
*
|
||||
* @author Richard Davey
|
||||
* Phaser - TilemapBuffer
|
||||
*
|
||||
* Responsible for rendering a portion of a tilemap to the given Camera.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -12,14 +12,10 @@
|
|||
/// <reference path="easing/Sinusoidal.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Tween
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Tween
|
||||
*
|
||||
* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
|
|
|
@ -1,16 +1,9 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Animation
|
||||
*
|
||||
* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object
|
||||
*
|
||||
* @version 1.0 - 22nd March 2013
|
||||
* @author Richard Davey
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Animation
|
||||
*
|
||||
* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - AnimationLoader
|
||||
*
|
||||
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Frame
|
||||
*
|
||||
* A Frame is a single frame of an animation and is part of a FrameData collection.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - FrameData
|
||||
*
|
||||
* FrameData is a container for Frame objects, the internal representation of animation data in Phaser.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Back
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Bounce
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Circular
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Cubic
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Elastic
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Exponential
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Linear
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Quadratic
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Quartic
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Quintic
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Easing
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
*/
|
||||
* Phaser - Easing - Sinusoidal
|
||||
*
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
|
||||
module Phaser.Easing {
|
||||
|
||||
|
|
|
@ -1,18 +1,9 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Input - Finger
|
||||
*
|
||||
* @desc A Finger object used by the Touch manager
|
||||
*
|
||||
* @version 1.1 - 27th February 2013
|
||||
* @author Richard Davey
|
||||
*
|
||||
* @todo Lots
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Finger
|
||||
*
|
||||
* A Finger object is used by the Touch manager and represents a single finger on the touch screen.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -2,7 +2,9 @@
|
|||
/// <reference path="../../Signal.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Input
|
||||
*
|
||||
* A game specific Input manager that looks after the mouse, keyboard and touch objects. This is updated by the core game loop.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Keyboard
|
||||
*
|
||||
* The Keyboard class handles keyboard interactions with the game and the resulting events.
|
||||
* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however
|
||||
* then use the addKeyCapture() method.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Mouse
|
||||
*
|
||||
* The Mouse class handles mouse interactions with the game and the resulting events.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
|
@ -2,25 +2,19 @@
|
|||
/// <reference path="Finger.ts" />
|
||||
|
||||
/**
|
||||
* Input - Touch
|
||||
*
|
||||
* @desc http://www.w3.org/TR/touch-events/
|
||||
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
||||
* http://www.html5rocks.com/en/mobile/touchandmouse/
|
||||
* Android 2.x only supports 1 touch event at once, no multi-touch
|
||||
*
|
||||
* @version 1.1 - 27th February 2013
|
||||
* @author Richard Davey
|
||||
*
|
||||
* @todo Try and resolve update lag in Chrome/Android
|
||||
* Gestures (pinch, zoom, swipe)
|
||||
* GameObject Touch
|
||||
* Touch point within GameObject
|
||||
* Input Zones (mouse and touch) - lock entities within them + axis aligned drags
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Touch
|
||||
*
|
||||
* The Touch class handles touch interactions with the game and the resulting Finger objects.
|
||||
* http://www.w3.org/TR/touch-events/
|
||||
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
||||
* http://www.html5rocks.com/en/mobile/touchandmouse/
|
||||
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
|
||||
*
|
||||
* @todo Try and resolve update lag in Chrome/Android
|
||||
* Gestures (pinch, zoom, swipe)
|
||||
* GameObject Touch
|
||||
* Touch point within GameObject
|
||||
* Input Zones (mouse and touch) - lock entities within them + axis aligned drags
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
|
1389
build/phaser.js
1389
build/phaser.js
File diff suppressed because it is too large
Load diff
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Reference in a new issue