diff --git a/README.md b/README.md
index 3055d140e..368c0e832 100644
--- a/README.md
+++ b/README.md
@@ -119,6 +119,10 @@ Version 1.0.7 (in progress in the dev branch)
* Added Sprite.destroy back in again and made it a lot more robust at cleaning up child objects.
* Added 'return this' to all the core Loader functions so you can chain load calls if you so wish.
* Group.alpha is now exposed publically and changes the Group container object (not the children directly, who can still have their own alpha values)
+* Device.webGL uses new inspection code to accurately catch more webGL capable devices.
+* Fixed an issue where creating an animation with just one frame with an index of zero would cause a UUID error (thanks SYNYST3R1)
+* Fixed Rectangle.union (thanks andron77)
+* Debug.renderSpriteBody updated to use a the new Sprite.Body.screenX/Y properties.
diff --git a/build/phaser.js b/build/phaser.js
index 952797f53..5a690b173 100644
--- a/build/phaser.js
+++ b/build/phaser.js
@@ -9,7 +9,7 @@
*
* Phaser - http://www.phaser.io
*
-* v1.0.7 - Built at: Mon, 14 Oct 2013 15:29:30 +0100
+* v1.0.7 - Built at: Tue, 15 Oct 2013 21:10:11 +0100
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@@ -12676,8 +12676,21 @@ Phaser.Keyboard.prototype = {
this._hotkeys[event.keyCode].processKeyUp(event);
}
- this._keys[event.keyCode].isDown = false;
- this._keys[event.keyCode].timeUp = this.game.time.now;
+ if (this._keys[event.keyCode])
+ {
+ this._keys[event.keyCode].isDown = false;
+ this._keys[event.keyCode].timeUp = this.game.time.now;
+ }
+ else
+ {
+ // Not used this key before, so register it
+ this._keys[event.keyCode] = {
+ isDown: false,
+ timeDown: this.game.time.now,
+ timeUp: this.game.time.now,
+ duration: 0
+ };
+ }
},
@@ -22244,14 +22257,16 @@ Phaser.Rectangle.intersection = function (a, b, out) {
* @method Phaser.Rectangle.intersects
* @param {Phaser.Rectangle} a - The first Rectangle object.
* @param {Phaser.Rectangle} b - The second Rectangle object.
-* @param {number} tolerance - A tolerance value to allow for an intersection test with padding, default to 0
* @return {boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false.
*/
-Phaser.Rectangle.intersects = function (a, b, tolerance) {
+Phaser.Rectangle.intersects = function (a, b) {
- tolerance = tolerance || 0;
+ return (a.x < b.right && b.x < a.right && a.y < b.bottom && b.y < a.bottom);
- return !(a.x > b.right + tolerance || a.right < b.x - tolerance || a.y > b.bottom + tolerance || a.bottom < b.y - tolerance);
+ // return (a.x <= b.right && b.x <= a.right && a.y <= b.bottom && b.y <= a.bottom);
+
+ // return (a.left <= b.right && b.left <= a.right && a.top <= b.bottom && b.top <= a.bottom);
+ // return !(a.x > b.right + tolerance || a.right < b.x - tolerance || a.y > b.bottom + tolerance || a.bottom < b.y - tolerance);
};
@@ -28982,17 +28997,14 @@ Phaser.Utils.Debug.prototype = {
return;
}
- x = x || null;
- y = y || null;
+ if (typeof x !== 'number') { x = 0; }
+ if (typeof y !== 'number') { y = 0; }
+
color = color || 'rgb(255,255,255)';
- if (x && y)
- {
- this.currentX = x;
- this.currentY = y;
- this.currentColor = color;
- }
-
+ this.currentX = x;
+ this.currentY = y;
+ this.currentColor = color;
this.currentAlpha = this.context.globalAlpha;
this.context.save();
@@ -29009,6 +29021,7 @@ Phaser.Utils.Debug.prototype = {
*/
stop: function () {
+
this.context.restore();
this.context.globalAlpha = this.currentAlpha;
@@ -29366,7 +29379,6 @@ Phaser.Utils.Debug.prototype = {
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
- this.stop();
// 0 = scaleX
// 1 = skewY
@@ -29382,12 +29394,13 @@ 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('deltaX: ' + sprite.body.deltaX());
+ this.line('deltaY: ' + sprite.body.deltaY());
// this.line('sdx: ' + sprite.deltaX());
// this.line('sdy: ' + sprite.deltaY());
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
+ this.stop();
},
@@ -30741,10 +30754,28 @@ Phaser.Physics.Arcade.prototype = {
* @param object2 The second GameObject to separate
* @returns {boolean} Returns true if the objects were separated, otherwise false.
*/
- separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) {
+ separateTile: function (body, tile) {
- var separatedX = this.separateTileX(object.body, x, y, width, height, mass, collideLeft, collideRight, separateX);
- var separatedY = this.separateTileY(object.body, x, y, width, height, mass, collideUp, collideDown, separateY);
+ var separatedX = this.separateTileX(body, tile, true);
+ var separatedY = this.separateTileY(body, tile, true);
+
+ /*
+ if (separatedX)
+ {
+ console.log('x overlap', this._overlap);
+ }
+
+
+ if (separatedY)
+ {
+ console.log('y overlap', this._overlap);
+ }
+
+ if (separatedX || separatedY)
+ {
+ return true;
+ }
+ */
if (separatedX || separatedY)
{
@@ -30761,59 +30792,53 @@ Phaser.Physics.Arcade.prototype = {
* @param tile The Tile to separate
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
*/
- OLDseparateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
+ separateTileX: function (body, tile, separate) {
// Can't separate two immovable objects (tiles are always immovable)
- if (object.immovable)
+ if (body.immovable || body.deltaX() == 0 || Phaser.Rectangle.intersects(body.hullX, tile) == false)
{
return false;
}
- // First, get the object delta
this._overlap = 0;
- // console.log('separatedX', x, y, object.deltaX());
+ // The hulls overlap, let's process it
+ this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS;
- if (object.deltaX() != 0)
+ console.log('sx hulls over');
+ console.log('x', body.hullX.x, 'y', body.hullX.y, 'bottom', body.hullX.y, 'right', body.hullX.right);
+ console.log(tile);
+
+ if (body.deltaX() < 0)
{
- this._bounds1.setTo(object.x, object.y, object.width, object.height);
+ // Moving left
+ this._overlap = tile.right - body.hullX.x;
- if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
+ console.log('sx left', this._overlap);
+
+ if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
{
- // The hulls overlap, let's process it
- this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
+ this._overlap = 0;
+ }
+ else
+ {
+ body.touching.left = true;
+ }
+ }
+ else
+ {
+ // Moving right
+ this._overlap = body.hullX.right - tile.x;
- // TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
- // in which case we didn't ought to separate because it'll look like tunneling
+ console.log('sx right', this._overlap);
- if (object.deltaX() > 0)
- {
- // Going right ...
- this._overlap = object.x + object.width - x;
-
- if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.right = true;
- }
- }
- else if (object.deltaX() < 0)
- {
- // Going left ...
- this._overlap = object.x - width - x;
-
- if ((-this._overlap > this._maxOverlap) || !object.allowCollision.left || !collideRight)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.left = true;
- }
- }
+ if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
+ {
+ this._overlap = 0;
+ }
+ else
+ {
+ body.touching.right = true;
}
}
@@ -30822,21 +30847,37 @@ Phaser.Physics.Arcade.prototype = {
{
if (separate)
{
- object.x = object.x - this._overlap;
-
- if (object.bounce.x == 0)
+ if (body.deltaX() < 0)
{
- object.velocity.x = 0;
+ console.log('sx sep left 1', body.x);
+ body.x = body.x + this._overlap;
+ console.log('sx sep left 2', body.x);
}
else
{
- object.velocity.x = -object.velocity.x * object.bounce.x;
+ console.log('sx sep right 1', body.x);
+ body.x = body.x - this._overlap;
+ console.log('sx sep right 2', body.x);
}
+
+ if (body.bounce.x == 0)
+ {
+ body.velocity.x = 0;
+ }
+ else
+ {
+ body.velocity.x = -body.velocity.x * body.bounce.x;
+ }
+
+ body.updateHulls();
}
+
+ console.log('%c ', 'background: #7f7f7f')
return true;
}
else
{
+ console.log('%c ', 'background: #7f7f7f')
return false;
}
@@ -30848,60 +30889,45 @@ Phaser.Physics.Arcade.prototype = {
* @param tile The Tile to separate
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
*/
- OLDseparateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
+ separateTileY: function (body, tile, separate) {
// Can't separate two immovable objects (tiles are always immovable)
- if (object.immovable)
+ if (body.immovable || body.deltaY() == 0 || Phaser.Rectangle.intersects(body.hullY, tile) == false)
{
return false;
}
- // First, get the object delta
this._overlap = 0;
- if (object.deltaY() != 0)
+ // The hulls overlap, let's process it
+ this._maxOverlap = body.deltaAbsY() + this.OVERLAP_BIAS;
+
+ if (body.deltaY() < 0)
{
- this._bounds1.setTo(object.x, object.y, object.width, object.height);
+ // Moving up
+ this._overlap = tile.bottom - body.hullY.y;
- if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
+ if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false)
{
- // The hulls overlap, let's process it
+ this._overlap = 0;
+ }
+ else
+ {
+ body.touching.up = true;
+ }
+ }
+ else
+ {
+ // Moving down
+ this._overlap = body.hullY.bottom - tile.y;
- // Not currently used, may need it so keep for now
- this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
-
- // TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
- // in which case we didn't ought to separate because it'll look like tunneling
-
- if (object.deltaY() > 0)
- {
- // Going down ...
- this._overlap = object.bottom - y;
-
- // if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
- if ((this._overlap > this._maxOverlap) || !object.allowCollision.down || !collideDown)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.down = true;
- }
- }
- else
- {
- // Going up ...
- this._overlap = object.y - height - y;
-
- if ((-this._overlap > this._maxOverlap) || !object.allowCollision.up || !collideUp)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.up = true;
- }
- }
+ if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false)
+ {
+ this._overlap = 0;
+ }
+ else
+ {
+ body.touching.down = true;
}
}
@@ -30910,17 +30936,27 @@ Phaser.Physics.Arcade.prototype = {
{
if (separate)
{
- object.y = object.y - this._overlap;
-
- if (object.bounce.y == 0)
+ if (body.deltaY() < 0)
{
- object.velocity.y = 0;
+ body.y = body.y + this._overlap;
}
else
{
- object.velocity.y = -object.velocity.y * object.bounce.y;
+ body.y = body.y - this._overlap;
}
+
+ if (body.bounce.y == 0)
+ {
+ body.velocity.y = 0;
+ }
+ else
+ {
+ body.velocity.y = -body.velocity.y * body.bounce.y;
+ }
+
+ body.updateHulls();
}
+
return true;
}
else
@@ -30928,167 +30964,6 @@ Phaser.Physics.Arcade.prototype = {
return false;
}
- },
-
- /**
- * Separates the two objects on their x axis
- * @param object The GameObject to separate
- * @param tile The Tile to separate
- * @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
- */
- separateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
-
- // Can't separate two immovable objects (tiles are always immovable)
- if (object.immovable)
- {
- return false;
- }
-
- this._overlap = 0;
-
- // Do we have any overlap at all?
- if (Phaser.Rectangle.intersectsRaw(object, x, x + width, y, y + height))
- {
- this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
-
- if (object.deltaX() == 0)
- {
- // Object is either stuck inside the tile or only overlapping on the Y axis
- }
- else if (object.deltaX() > 0)
- {
- // Going right ...
-
-
-
- this._overlap = object.x + object.width - x;
-
- if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.right = true;
- }
- }
- else if (object.deltaX() < 0)
- {
- // Going left ...
- this._overlap = object.x - width - x;
-
- if ((-this._overlap > this._maxOverlap) || !object.allowCollision.left || !collideRight)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.left = true;
- }
- }
-
- if (this._overlap != 0)
- {
- if (separate)
- {
- // console.log('x over', this._overlap);
- object.x = object.x - this._overlap;
-
- if (object.bounce.x == 0)
- {
- object.velocity.x = 0;
- }
- else
- {
- object.velocity.x = -object.velocity.x * object.bounce.x;
- }
- }
- return true;
- }
-
- }
-
- return false;
-
- },
-
- /**
- * Separates the two objects on their x axis
- * @param object The GameObject to separate
- * @param tile The Tile to separate
- * @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
- */
- separateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
-
- // Can't separate two immovable objects (tiles are always immovable)
- if (object.immovable)
- {
- return false;
- }
-
- this._overlap = 0;
-
- if (Phaser.Rectangle.intersectsRaw(object, x, x + width, y, y + height))
- {
- this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
-
- if (object.deltaY() == 0)
- {
- // Object is stuck inside a tile and not moving
- }
- else if (object.deltaY() > 0)
- {
- // Going down ...
- this._overlap = object.bottom - y;
-
- // if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
- if ((this._overlap > this._maxOverlap) || !object.allowCollision.down || !collideDown)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.down = true;
- }
- }
- else if (object.deltaY() < 0)
- {
- // Going up ...
- this._overlap = object.y - height - y;
-
- if ((-this._overlap > this._maxOverlap) || !object.allowCollision.up || !collideUp)
- {
- this._overlap = 0;
- }
- else
- {
- object.touching.up = true;
- }
- }
-
- if (this._overlap != 0)
- {
- // console.log('y over', this._overlap);
-
- if (separate)
- {
- object.y = object.y - this._overlap;
-
- if (object.bounce.y == 0)
- {
- object.velocity.y = 0;
- }
- else
- {
- object.velocity.y = -object.velocity.y * object.bounce.y;
- }
- }
- return true;
- }
- }
-
- return false;
-
},
/**
@@ -32641,10 +32516,36 @@ Phaser.Tile = function (tileset, index, x, y, width, height) {
*/
this.separateY = true;
+ /**
+ * @property {boolean} collisionCallback - Tilemap collision callback.
+ * @default
+ */
+ this.collisionCallback = null;
+
+ /**
+ * @property {boolean} collisionCallback - Tilemap collision callback.
+ * @default
+ */
+ this.collisionCallbackContext = this;
+
};
Phaser.Tile.prototype = {
+ /**
+ * Set callback to be called when this tilemap collides.
+ *
+ * @method Phaser.Tilemap.prototype.setCollisionCallback
+ * @param {Function} callback - Callback function.
+ * @param {object} context - Callback will be called with this context.
+ */
+ setCollisionCallback: function (callback, context) {
+
+ this.collisionCallbackContext = context;
+ this.collisionCallback = callback;
+
+ },
+
/**
* Clean up memory.
* @method destroy
@@ -32750,6 +32651,8 @@ Phaser.Tilemap = function (game, key) {
this.layers = [];
}
+ console.log(this.layers);
+
this.currentLayer = 0;
this.debugMap = [];
@@ -32808,6 +32711,23 @@ Phaser.Tilemap.prototype = {
},
+ /**
+ * Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
+ * @param {number} x - X position of the point in target tile.
+ * @param {number} y - Y position of the point in target tile.
+ * @param {number} [layer] - layer of this tile located.
+ * @return {Tile} The tile with specific properties.
+ */
+ getTileFromWorldXY: function (x, y, layer) {
+
+ if (typeof layer === "undefined") { layer = this.currentLayer; }
+
+
+
+ // return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
+
+ },
+
/**
* Set a specific tile with its x and y in tiles.
* @method putTile
@@ -32824,6 +32744,38 @@ Phaser.Tilemap.prototype = {
},
+ /**
+ * Set a specific tile with its x and y in tiles.
+ * @method putTileWorldXY
+ * @param {number} x - X position of this tile in world coordinates.
+ * @param {number} y - Y position of this tile in world coordinates.
+ * @param {number} index - The index of this tile type in the core map data.
+ */
+ putTileWorldXY: function (x, y, index) {
+
+ x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
+ y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
+
+ if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
+ {
+ this.layers[this.currentLayer].data[y][x] = index;
+ }
+
+ },
+
+
+ // swapTile
+ // fillTile
+ // randomiseTiles
+ // replaceTiles
+
+ removeAllLayers: function () {
+
+ this.layers.length = 0;
+ this.currentLayer = 0;
+
+ },
+
dump: function () {
var txt = '';
@@ -32858,6 +32810,13 @@ Phaser.Tilemap.prototype = {
args[0] = txt;
console.log.apply(console, args);
+ },
+
+ destroy: function () {
+
+ this.removeAllLayers();
+ this.game = null;
+
}
};
@@ -32970,6 +32929,11 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
* @private
*/
this._ty = 0;
+
+ this._results = [];
+
+ this._tw = 0;
+ this._th = 0;
/**
* @property {number} _tl - Local render loop var to help avoid gc spikes.
@@ -33008,9 +32972,11 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
this._y = 0;
this._prevX = 0;
this._prevY = 0;
+
+
this.dirty = true;
- if (typeof tileset === 'string')
+ if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
{
this.updateTileset(tileset);
}
@@ -33026,19 +32992,120 @@ Phaser.TilemapLayer.prototype = {
updateTileset: function (tileset) {
- this.tileset = this.game.cache.getTileset(tileset);
+ if (tileset instanceof Phaser.Tileset)
+ {
+ this.tileset = tileset;
+ }
+ else if (typeof tileset === 'string')
+ {
+ this.tileset = this.game.cache.getTileset('tiles');
+ }
+ else
+ {
+ return;
+ }
+
this.tileWidth = this.tileset.tileWidth;
this.tileHeight = this.tileset.tileHeight;
-
this.updateMax();
+
},
- updateMapData: function (tilemap, layerID) {
+ updateMapData: function (tilemap, layer) {
- this.tilemap = tilemap;
- this.layer = this.tilemap.layers[layerID];
+ if (typeof layer === 'undefined')
+ {
+ layer = 0;
+ }
- this.updateMax();
+ if (tilemap instanceof Phaser.Tilemap)
+ {
+ this.tilemap = tilemap;
+ this.layer = this.tilemap.layers[layer];
+ this.updateMax();
+ }
+
+ },
+
+ /**
+ *
+ * @method getTileOverlaps
+ * @param {GameObject} object - Tiles you want to get that overlaps this.
+ * @return {array} Array with tiles informations (each contains x, y, and the tile).
+ */
+ getTiles: function (x, y, width, height, collides) {
+
+ if (this.tilemap === null)
+ {
+ return;
+ }
+
+ // Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
+ if (typeof collides === 'undefined') { collides = false; }
+
+ // Cap the values
+
+ if (x < 0)
+ {
+ x = 0;
+ }
+
+ if (y < 0)
+ {
+ y = 0;
+ }
+
+ if (width > this.widthInPixels)
+ {
+ width = this.widthInPixels;
+ }
+
+ if (height > this.heightInPixels)
+ {
+ height = this.heightInPixels;
+ }
+
+ var tileWidth = this.tileWidth * this.sprite.scale.x;
+ var tileHeight = this.tileHeight * this.sprite.scale.y;
+
+ // Convert the pixel values into tile coordinates
+ this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
+ this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
+ this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
+ this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
+
+ this._results.length = 0;
+
+ this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
+
+ var _index = 0;
+ var _tile = null;
+ var sx = 0;
+ var sy = 0;
+
+ for (var wy = this._ty; wy < this._ty + this._th; wy++)
+ {
+ for (var wx = this._tx; wx < this._tx + this._tw; wx++)
+ {
+ if (this.layer.data[wy] && this.layer.data[wy][wx])
+ {
+ // Could combine
+ _index = this.layer.data[wy][wx] - 1;
+ _tile = this.tileset.getTile(_index);
+
+ sx = _tile.width * this.sprite.scale.x;
+ sy = _tile.height * this.sprite.scale.y;
+
+ if (collides == false || (collides && _tile.collideNone == false))
+ {
+ // this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
+ this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
+ }
+ }
+ }
+ }
+
+ return this._results;
},
@@ -33444,11 +33511,43 @@ Phaser.Tileset.prototype = {
},
+ canCollide: function (index) {
+
+ if (this.tiles[index])
+ {
+ return this.tiles[index].collideNone;
+ }
+
+ return null;
+
+ },
+
checkTileIndex: function (index) {
return (this.tiles[index]);
- }
+ },
+
+ setCollisionRange: function (start, stop, left, right, up, down) {
+
+ if (this.tiles[start] && this.tiles[stop] && start < stop)
+ {
+ for (var i = start; i <= stop; i++)
+ {
+ this.tiles[i].setCollision(left, right, up, down);
+ }
+ }
+
+ },
+
+ setCollision: function (index, left, right, up, down) {
+
+ if (this.tiles[index])
+ {
+ this.tiles[index].setCollision(left, right, up, down);
+ }
+
+ },
}
diff --git a/examples/animation/sprite sheet.php b/examples/animation/sprite sheet.php
index e071ff984..3e4910884 100644
--- a/examples/animation/sprite sheet.php
+++ b/examples/animation/sprite sheet.php
@@ -28,7 +28,7 @@
// And this starts the animation playing by using its key ("walk")
// 30 is the frame rate (30fps)
// true means it will loop when it finishes
- mummy.animations.play('walk', 30, true);
+ mummy.animations.play('walk', 20, true);
}
diff --git a/examples/assets/sprites/phaser-ship.png b/examples/assets/sprites/phaser-ship.png
index a58eff302..86738ef79 100644
Binary files a/examples/assets/sprites/phaser-ship.png and b/examples/assets/sprites/phaser-ship.png differ
diff --git a/examples/games/starstruck.php b/examples/games/starstruck.php
index 8a1005ad2..5726ceece 100644
--- a/examples/games/starstruck.php
+++ b/examples/games/starstruck.php
@@ -11,7 +11,7 @@
function preload() {
- game.load.tilemap('level1', 'assets/games/starstruck/tiles-1.png', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.JSON);
+ // game.load.tilemap('level1', 'assets/games/starstruck/tiles-1.png', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.JSON);
game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
game.load.spritesheet('droid', 'assets/games/starstruck/droid.png', 32, 32);
game.load.image('starSmall', 'assets/games/starstruck/star.png');
diff --git a/examples/tilemaps/wip2.php b/examples/tilemaps/wip2.php
index 74be00c23..09a510640 100644
--- a/examples/tilemaps/wip2.php
+++ b/examples/tilemaps/wip2.php
@@ -52,7 +52,7 @@
// This one gives tileset as a string, the other an object
// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, 'tiles', map, 0);
- layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, tileset, map, 0);
+ layer = new Phaser.TilemapLayer(game, 0, 0, 800, 400, tileset, map, 0);
// To set tiles for collision you need to modify the Tileset, which is a property of the layer
diff --git a/examples/tilemaps/wip3.php b/examples/tilemaps/wip3.php
new file mode 100644
index 000000000..7054db72f
--- /dev/null
+++ b/examples/tilemaps/wip3.php
@@ -0,0 +1,201 @@
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/tilemaps/wip4.php b/examples/tilemaps/wip4.php
new file mode 100644
index 000000000..acf5807dc
--- /dev/null
+++ b/examples/tilemaps/wip4.php
@@ -0,0 +1,210 @@
+
+
+
+
+
\ No newline at end of file
diff --git a/src/animation/AnimationManager.js b/src/animation/AnimationManager.js
index a25f2806a..5b3b8b8aa 100644
--- a/src/animation/AnimationManager.js
+++ b/src/animation/AnimationManager.js
@@ -101,7 +101,7 @@ Phaser.AnimationManager.prototype = {
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
- if (frames && frames[0] && typeof frames[0] === 'number')
+ if (frames && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
diff --git a/src/animation/FrameData.js b/src/animation/FrameData.js
index d3275c846..59a7b5499 100644
--- a/src/animation/FrameData.js
+++ b/src/animation/FrameData.js
@@ -60,7 +60,7 @@ Phaser.FrameData.prototype = {
*/
getFrame: function (index) {
- if (this._frames[index])
+ if (this._frames.length > index)
{
return this._frames[index];
}
diff --git a/src/geom/Rectangle.js b/src/geom/Rectangle.js
index f6950e0f9..5b63e4211 100644
--- a/src/geom/Rectangle.js
+++ b/src/geom/Rectangle.js
@@ -661,6 +661,6 @@ Phaser.Rectangle.union = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Rectangle(); }
- return out.setTo(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.max(a.right, b.right), Math.max(a.bottom, b.bottom));
+ return out.setTo(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.max(a.right, b.right) - Math.min(a.left, b.left), Math.max(a.bottom, b.bottom) - Math.min(a.top, b.top));
};
diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js
index 0a0da6142..c3567b89d 100644
--- a/src/physics/arcade/Body.js
+++ b/src/physics/arcade/Body.js
@@ -10,6 +10,8 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.preX = sprite.x;
this.preY = sprite.y;
this.preRotation = sprite.angle;
+ this.screenX = sprite.x;
+ this.screenY = sprite.y;
// un-scaled original size
this.sourceWidth = sprite.currentFrame.sourceSizeW;
@@ -108,8 +110,10 @@ Phaser.Physics.Arcade.Body.prototype = {
this.embedded = false;
- this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
- this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
+ this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
+ this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
+ this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
+ this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.x = this.preX;
@@ -233,8 +237,10 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
- this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
- this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
+ // this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
+ // this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
+ this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
+ this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.x = this.preX;
diff --git a/src/system/Device.js b/src/system/Device.js
index fffd771e6..5aa7cec3f 100644
--- a/src/system/Device.js
+++ b/src/system/Device.js
@@ -323,8 +323,7 @@ Phaser.Device.prototype = {
this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob'];
this.fileSystem = !!window['requestFileSystem'];
- this.webGL = ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )();
- // this.webGL = !!window['WebGLRenderingContext'];
+ this.webGL = ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )();
this.worker = !!window['Worker'];
if ('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) {
diff --git a/src/tilemap/TilemapLayer.js b/src/tilemap/TilemapLayer.js
index f05a8cb6c..908de2cea 100644
--- a/src/tilemap/TilemapLayer.js
+++ b/src/tilemap/TilemapLayer.js
@@ -37,6 +37,7 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
* @default
*/
this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
+ this.sprite.fixedToCamera = true;
/**
@@ -167,6 +168,21 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
Phaser.TilemapLayer.prototype = {
+ update: function () {
+
+ this.x = this.game.camera.x;
+ this.y = this.game.camera.y;
+
+ },
+
+ resizeWorld: function () {
+
+ this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
+
+ console.log('world', this.game.world.bounds);
+
+ },
+
updateTileset: function (tileset) {
if (tileset instanceof Phaser.Tileset)
@@ -242,11 +258,14 @@ Phaser.TilemapLayer.prototype = {
height = this.heightInPixels;
}
+ var tileWidth = this.tileWidth * this.sprite.scale.x;
+ var tileHeight = this.tileHeight * this.sprite.scale.y;
+
// Convert the pixel values into tile coordinates
- this._tx = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
- this._ty = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
- this._tw = (this.game.math.snapToCeil(width, this.tileWidth) + this.tileWidth) / this.tileWidth;
- this._th = (this.game.math.snapToCeil(height, this.tileHeight) + this.tileHeight) / this.tileHeight;
+ this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
+ this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
+ this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
+ this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
this._results.length = 0;
@@ -254,6 +273,8 @@ Phaser.TilemapLayer.prototype = {
var _index = 0;
var _tile = null;
+ var sx = 0;
+ var sy = 0;
for (var wy = this._ty; wy < this._ty + this._th; wy++)
{
@@ -265,9 +286,13 @@ Phaser.TilemapLayer.prototype = {
_index = this.layer.data[wy][wx] - 1;
_tile = this.tileset.getTile(_index);
+ sx = _tile.width * this.sprite.scale.x;
+ sy = _tile.height * this.sprite.scale.y;
+
if (collides == false || (collides && _tile.collideNone == false))
{
- this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
+ // this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
+ this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
}
}
}
@@ -318,11 +343,6 @@ Phaser.TilemapLayer.prototype = {
this._tx = this._dx;
this._ty = this._dy;
- // First let's just copy over the whole canvas, offset by the scroll difference
-
- // Then we only need fill in the missing strip/s (could be top/bottom/left/right I guess)
- // ScrollZone code might be useful here.
-
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (var y = this._startY; y < this._startY + this._maxY; y++)
diff --git a/src/utils/Debug.js b/src/utils/Debug.js
index 6905d5ff3..0e9daa09c 100644
--- a/src/utils/Debug.js
+++ b/src/utils/Debug.js
@@ -626,8 +626,7 @@ Phaser.Utils.Debug.prototype = {
this.start(0, 0, color);
this.context.fillStyle = color;
- // 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.context.fillRect(sprite.body.screenX, sprite.body.screenY, sprite.body.width, sprite.body.height);
this.stop();