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https://github.com/photonstorm/phaser
synced 2024-11-14 00:47:29 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
cb6347d3b6
3 changed files with 52 additions and 47 deletions
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@ -1151,54 +1151,57 @@ var SceneManager = new Class({
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var scene = this.getScene(key);
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if (scene)
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if (!scene)
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{
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var sys = scene.sys;
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// If the Scene is already running (perhaps they called start from a launched sub-Scene?)
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// then we close it down before starting it again.
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if (sys.isActive() || sys.isPaused())
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{
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sys.shutdown();
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sys.sceneUpdate = NOOP;
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sys.start(data);
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}
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else
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{
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sys.sceneUpdate = NOOP;
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sys.start(data);
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var loader;
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if (sys.load)
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{
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loader = sys.load;
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}
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// Files payload?
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if (loader && sys.settings.hasOwnProperty('pack'))
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{
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loader.reset();
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if (loader.addPack({ payload: sys.settings.pack }))
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{
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sys.settings.status = CONST.LOADING;
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loader.once(LoaderEvents.COMPLETE, this.payloadComplete, this);
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loader.start();
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return this;
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}
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}
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}
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this.bootScene(scene);
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console.warn('Scene not found for key: ' + key);
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return this;
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}
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var sys = scene.sys;
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// If the Scene is already running (perhaps they called start from a launched sub-Scene?)
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// then we close it down before starting it again.
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if (sys.isActive() || sys.isPaused())
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{
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sys.shutdown();
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sys.sceneUpdate = NOOP;
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sys.start(data);
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}
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else
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{
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sys.sceneUpdate = NOOP;
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sys.start(data);
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var loader;
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if (sys.load)
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{
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loader = sys.load;
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}
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// Files payload?
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if (loader && sys.settings.hasOwnProperty('pack'))
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{
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loader.reset();
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if (loader.addPack({ payload: sys.settings.pack }))
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{
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sys.settings.status = CONST.LOADING;
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loader.once(LoaderEvents.COMPLETE, this.payloadComplete, this);
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loader.start();
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return this;
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}
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}
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}
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this.bootScene(scene);
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return this;
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},
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@ -683,7 +683,9 @@ var Tilemap = new Class({
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* This will convert all Objects with a gid of 26 into your custom `Coin` class. You can pass
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* any class type here, but it _must_ extend `Phaser.GameObjects.GameObject` as its base class.
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* Your class will always be passed 1 parameter: `scene`, which is a reference to either the Scene
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* specified in the config object or, if not given, the Scene to which this Tilemap belongs.
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* specified in the config object or, if not given, the Scene to which this Tilemap belongs. The
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* class must have {@link Phaser.GameObjects.Components.Transform#setPosition} and
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* {@link Phaser.GameObjects.Components.Texture#setTexture} methods.
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*
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* All properties from object are copied into the Game Object, so you can use this as an easy
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* way to configure properties from within the map editor. For example giving an object a
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@ -5,7 +5,7 @@
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* @property {number} [id] - A unique Object ID to convert.
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* @property {number} [gid] - An Object GID to convert.
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* @property {string} [name] - An Object Name to convert.
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* @property {Phaser.GameObjects.GameObject} [classType=Phaser.GameObjects.Sprite] - A custom class type to convert the objects in to.
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* @property {function} [classType] - A custom class type to convert the objects into. The default is {@link Phaser.GameObjects.Sprite}.
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* @property {Phaser.Scene} [scene] - A Scene reference, passed to the Game Objects constructors.
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* @property {Phaser.GameObjects.Container} [container] - Optional Container to which the Game Objects are added.
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* @property {(string|Phaser.Textures.Texture)} [key] - Optional key of a Texture to be used, as stored in the Texture Manager, or a Texture instance.
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