mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 06:28:30 +00:00
2.4.9 build files.
This commit is contained in:
parent
e974ff4ee9
commit
d8d0c8ac65
25 changed files with 167 additions and 83821 deletions
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6
build/custom/creature.min.js
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6
build/custom/creature.min.js
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build/custom/p2.min.js
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build/custom/p2.min.js
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@ -7,7 +7,7 @@
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*
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||||
* Phaser - http://phaser.io
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*
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* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:29
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||||
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:39
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
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this.worldAlpha = this.alpha * p.worldAlpha;
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this.worldPosition.set(wt.tx, wt.ty);
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this.worldScale.set(wt.a, wt.d);
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this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
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this.worldRotation = Math.atan2(wt.c, wt.d);
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// reset the bounds each time this is called!
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@ -9157,7 +9157,7 @@ var Phaser = Phaser || {
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* @constant
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* @type {string}
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*/
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VERSION: '2.4.8',
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VERSION: '2.4.9-dev',
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||||
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||||
/**
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* An array of Phaser game instances.
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@ -26948,7 +26948,7 @@ Phaser.InputHandler.prototype = {
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!this.sprite ||
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!this.sprite.parent ||
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!this.sprite.visible ||
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!this.sprite.parent.visible |
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!this.sprite.parent.visible ||
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this.sprite.worldScale.x === 0 ||
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this.sprite.worldScale.y === 0)
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{
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@ -26988,19 +26988,17 @@ Phaser.InputHandler.prototype = {
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*/
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checkPointerOver: function (pointer, fastTest) {
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if (!pointer.isDown ||
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!this.enabled ||
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if (!this.enabled ||
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!this.sprite ||
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!this.sprite.parent ||
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!this.sprite.visible ||
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!this.sprite.parent.visible |
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!this.sprite.parent.visible ||
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this.sprite.worldScale.x === 0 ||
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this.sprite.worldScale.y === 0)
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{
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return false;
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}
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||||
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||||
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// Need to pass it a temp point, in case we need it again for the pixel check
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if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
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{
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@ -71114,8 +71112,11 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.updateBounds();
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this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
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this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
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this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
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this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
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this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
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this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
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this.rotation = this.sprite.angle;
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@ -71284,17 +71285,24 @@ Phaser.Physics.Arcade.Body.prototype = {
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/**
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* You can modify the size of the physics Body to be any dimension you need.
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* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
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* is the position of the Body relative to the top-left of the Sprite.
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* This allows you to make it smaller, or larger, than the parent Sprite.
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* You can also control the x and y offset of the Body. This is the position of the
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* Body relative to the top-left of the Sprite _texture_.
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*
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* Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
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* circle use `setCircle` instead.
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* For example: If you have a Sprite with a texture that is 80x100 in size,
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* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
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*
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* `setSize(32, 32, 24, 34)`
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*
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* Where the first two parameters is the new Body size (32x32 pixels).
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* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
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* is the vertical offset.
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*
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* @method Phaser.Physics.Arcade.Body#setSize
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* @param {number} width - The width of the Body.
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* @param {number} height - The height of the Body.
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* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
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* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
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* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
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* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
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*/
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setSize: function (width, height, offsetX, offsetY) {
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@ -71318,47 +71326,6 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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/**
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* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
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* The radius is given in pixels and is the distance from the center of the circle to the edge.
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*
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* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
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*
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* @method Phaser.Physics.Arcade.Body#setCircle
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* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
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* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
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* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
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*/
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setCircle: function (radius, offsetX, offsetY) {
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if (offsetX === undefined) { offsetX = this.offset.x; }
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if (offsetY === undefined) { offsetY = this.offset.y; }
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if (radius > 0)
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{
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this.isCircle = true;
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this.radius = radius;
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this.sourceWidth = radius * 2;
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this.sourceHeight = radius * 2;
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this.width = this.sourceWidth * this._sx;
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this.height = this.sourceHeight * this._sy;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this.offset.setTo(offsetX, offsetY);
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this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
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}
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else
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{
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this.isCircle = false;
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}
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},
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/**
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* Resets all Body values (velocity, acceleration, rotation, etc)
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*
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@ -71375,8 +71342,11 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
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this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
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this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
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this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
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this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
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this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
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this.prev.x = this.position.x;
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this.prev.y = this.position.y;
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build/custom/phaser-arcade-physics.min.js
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build/custom/phaser-arcade-physics.min.js
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build/custom/phaser-creature.min.js
vendored
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build/custom/phaser-creature.min.js
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@ -7,7 +7,7 @@
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*
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* Phaser - http://phaser.io
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*
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* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:43
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* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:56
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
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this.worldAlpha = this.alpha * p.worldAlpha;
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this.worldPosition.set(wt.tx, wt.ty);
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this.worldScale.set(wt.a, wt.d);
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this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
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this.worldRotation = Math.atan2(wt.c, wt.d);
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// reset the bounds each time this is called!
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@ -7957,7 +7957,7 @@ var Phaser = Phaser || {
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* @constant
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* @type {string}
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*/
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VERSION: '2.4.8',
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VERSION: '2.4.9-dev',
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/**
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* An array of Phaser game instances.
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@ -25748,7 +25748,7 @@ Phaser.InputHandler.prototype = {
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!this.sprite ||
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!this.sprite.parent ||
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!this.sprite.visible ||
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!this.sprite.parent.visible |
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!this.sprite.parent.visible ||
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this.sprite.worldScale.x === 0 ||
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this.sprite.worldScale.y === 0)
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{
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@ -25788,19 +25788,17 @@ Phaser.InputHandler.prototype = {
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*/
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checkPointerOver: function (pointer, fastTest) {
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if (!pointer.isDown ||
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!this.enabled ||
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if (!this.enabled ||
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!this.sprite ||
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!this.sprite.parent ||
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!this.sprite.visible ||
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!this.sprite.parent.visible |
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!this.sprite.parent.visible ||
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this.sprite.worldScale.x === 0 ||
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this.sprite.worldScale.y === 0)
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{
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return false;
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}
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// Need to pass it a temp point, in case we need it again for the pixel check
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if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
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{
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build/custom/phaser-minimum.min.js
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@ -7,7 +7,7 @@
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*
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* Phaser - http://phaser.io
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*
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* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:36
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* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:48
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
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this.worldAlpha = this.alpha * p.worldAlpha;
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this.worldPosition.set(wt.tx, wt.ty);
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this.worldScale.set(wt.a, wt.d);
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this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
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this.worldRotation = Math.atan2(wt.c, wt.d);
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// reset the bounds each time this is called!
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@ -9157,7 +9157,7 @@ var Phaser = Phaser || {
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* @constant
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||||
* @type {string}
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*/
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VERSION: '2.4.8',
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VERSION: '2.4.9-dev',
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/**
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* An array of Phaser game instances.
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@ -26948,7 +26948,7 @@ Phaser.InputHandler.prototype = {
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!this.sprite ||
|
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!this.sprite.parent ||
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!this.sprite.visible ||
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!this.sprite.parent.visible |
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!this.sprite.parent.visible ||
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this.sprite.worldScale.x === 0 ||
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this.sprite.worldScale.y === 0)
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{
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||||
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@ -26988,19 +26988,17 @@ Phaser.InputHandler.prototype = {
|
|||
*/
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checkPointerOver: function (pointer, fastTest) {
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if (!pointer.isDown ||
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!this.enabled ||
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if (!this.enabled ||
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!this.sprite ||
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!this.sprite.parent ||
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!this.sprite.visible ||
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!this.sprite.parent.visible |
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!this.sprite.parent.visible ||
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this.sprite.worldScale.x === 0 ||
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this.sprite.worldScale.y === 0)
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{
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return false;
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}
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// Need to pass it a temp point, in case we need it again for the pixel check
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if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
|
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{
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|
|
File diff suppressed because one or more lines are too long
24
build/custom/phaser-no-physics.min.js
vendored
24
build/custom/phaser-no-physics.min.js
vendored
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@ -7,7 +7,7 @@
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*
|
||||
* Phaser - http://phaser.io
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*
|
||||
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:51
|
||||
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:18:04
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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||||
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@ -55,7 +55,7 @@ var Phaser = Phaser || {
|
|||
* @constant
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||||
* @type {string}
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*/
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||||
VERSION: '2.4.8',
|
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VERSION: '2.4.9-dev',
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||||
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/**
|
||||
* An array of Phaser game instances.
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@ -17846,7 +17846,7 @@ Phaser.InputHandler.prototype = {
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!this.sprite ||
|
||||
!this.sprite.parent ||
|
||||
!this.sprite.visible ||
|
||||
!this.sprite.parent.visible |
|
||||
!this.sprite.parent.visible ||
|
||||
this.sprite.worldScale.x === 0 ||
|
||||
this.sprite.worldScale.y === 0)
|
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{
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||||
|
@ -17886,19 +17886,17 @@ Phaser.InputHandler.prototype = {
|
|||
*/
|
||||
checkPointerOver: function (pointer, fastTest) {
|
||||
|
||||
if (!pointer.isDown ||
|
||||
!this.enabled ||
|
||||
if (!this.enabled ||
|
||||
!this.sprite ||
|
||||
!this.sprite.parent ||
|
||||
!this.sprite.visible ||
|
||||
!this.sprite.parent.visible |
|
||||
!this.sprite.parent.visible ||
|
||||
this.sprite.worldScale.x === 0 ||
|
||||
this.sprite.worldScale.y === 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Need to pass it a temp point, in case we need it again for the pixel check
|
||||
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
|
||||
{
|
||||
|
@ -62012,8 +62010,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
this.updateBounds();
|
||||
|
||||
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
|
||||
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
|
||||
|
||||
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
|
||||
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
|
||||
|
||||
this.rotation = this.sprite.angle;
|
||||
|
||||
|
@ -62182,17 +62183,24 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
/**
|
||||
* You can modify the size of the physics Body to be any dimension you need.
|
||||
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
|
||||
* is the position of the Body relative to the top-left of the Sprite.
|
||||
* This allows you to make it smaller, or larger, than the parent Sprite.
|
||||
* You can also control the x and y offset of the Body. This is the position of the
|
||||
* Body relative to the top-left of the Sprite _texture_.
|
||||
*
|
||||
* Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
|
||||
* circle use `setCircle` instead.
|
||||
* For example: If you have a Sprite with a texture that is 80x100 in size,
|
||||
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
|
||||
*
|
||||
* `setSize(32, 32, 24, 34)`
|
||||
*
|
||||
* Where the first two parameters is the new Body size (32x32 pixels).
|
||||
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
|
||||
* is the vertical offset.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.Body#setSize
|
||||
* @param {number} width - The width of the Body.
|
||||
* @param {number} height - The height of the Body.
|
||||
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
|
||||
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
|
||||
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
|
||||
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
|
||||
*/
|
||||
setSize: function (width, height, offsetX, offsetY) {
|
||||
|
||||
|
@ -62216,47 +62224,6 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
|
||||
* The radius is given in pixels and is the distance from the center of the circle to the edge.
|
||||
*
|
||||
* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.Body#setCircle
|
||||
* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
|
||||
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
|
||||
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
|
||||
*/
|
||||
setCircle: function (radius, offsetX, offsetY) {
|
||||
|
||||
if (offsetX === undefined) { offsetX = this.offset.x; }
|
||||
if (offsetY === undefined) { offsetY = this.offset.y; }
|
||||
|
||||
if (radius > 0)
|
||||
{
|
||||
this.isCircle = true;
|
||||
this.radius = radius;
|
||||
|
||||
this.sourceWidth = radius * 2;
|
||||
this.sourceHeight = radius * 2;
|
||||
|
||||
this.width = this.sourceWidth * this._sx;
|
||||
this.height = this.sourceHeight * this._sy;
|
||||
|
||||
this.halfWidth = Math.floor(this.width / 2);
|
||||
this.halfHeight = Math.floor(this.height / 2);
|
||||
|
||||
this.offset.setTo(offsetX, offsetY);
|
||||
|
||||
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.isCircle = false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Resets all Body values (velocity, acceleration, rotation, etc)
|
||||
*
|
||||
|
@ -62273,8 +62240,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
this.angularVelocity = 0;
|
||||
this.angularAcceleration = 0;
|
||||
|
||||
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
|
||||
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
|
||||
|
||||
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
|
||||
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
|
||||
|
||||
this.prev.x = this.position.x;
|
||||
this.prev.y = this.position.y;
|
||||
|
|
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18
build/custom/phaser-split.min.js
vendored
18
build/custom/phaser-split.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:49
|
||||
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:18:03
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
|
|||
this.worldAlpha = this.alpha * p.worldAlpha;
|
||||
|
||||
this.worldPosition.set(wt.tx, wt.ty);
|
||||
this.worldScale.set(wt.a, wt.d);
|
||||
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
|
||||
this.worldRotation = Math.atan2(wt.c, wt.d);
|
||||
|
||||
// reset the bounds each time this is called!
|
||||
|
|
File diff suppressed because one or more lines are too long
8
build/custom/pixi.min.js
vendored
8
build/custom/pixi.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:18
|
||||
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:27
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -14248,7 +14248,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
|
|||
this.worldAlpha = this.alpha * p.worldAlpha;
|
||||
|
||||
this.worldPosition.set(wt.tx, wt.ty);
|
||||
this.worldScale.set(wt.a, wt.d);
|
||||
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
|
||||
this.worldRotation = Math.atan2(wt.c, wt.d);
|
||||
|
||||
// reset the bounds each time this is called!
|
||||
|
@ -22770,7 +22770,7 @@ var Phaser = Phaser || {
|
|||
* @constant
|
||||
* @type {string}
|
||||
*/
|
||||
VERSION: '2.4.8',
|
||||
VERSION: '2.4.9-dev',
|
||||
|
||||
/**
|
||||
* An array of Phaser game instances.
|
||||
|
@ -40561,7 +40561,7 @@ Phaser.InputHandler.prototype = {
|
|||
!this.sprite ||
|
||||
!this.sprite.parent ||
|
||||
!this.sprite.visible ||
|
||||
!this.sprite.parent.visible |
|
||||
!this.sprite.parent.visible ||
|
||||
this.sprite.worldScale.x === 0 ||
|
||||
this.sprite.worldScale.y === 0)
|
||||
{
|
||||
|
@ -40601,19 +40601,17 @@ Phaser.InputHandler.prototype = {
|
|||
*/
|
||||
checkPointerOver: function (pointer, fastTest) {
|
||||
|
||||
if (!pointer.isDown ||
|
||||
!this.enabled ||
|
||||
if (!this.enabled ||
|
||||
!this.sprite ||
|
||||
!this.sprite.parent ||
|
||||
!this.sprite.visible ||
|
||||
!this.sprite.parent.visible |
|
||||
!this.sprite.parent.visible ||
|
||||
this.sprite.worldScale.x === 0 ||
|
||||
this.sprite.worldScale.y === 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Need to pass it a temp point, in case we need it again for the pixel check
|
||||
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
|
||||
{
|
||||
|
@ -84727,8 +84725,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
this.updateBounds();
|
||||
|
||||
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
|
||||
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
|
||||
|
||||
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
|
||||
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
|
||||
|
||||
this.rotation = this.sprite.angle;
|
||||
|
||||
|
@ -84897,17 +84898,24 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
/**
|
||||
* You can modify the size of the physics Body to be any dimension you need.
|
||||
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
|
||||
* is the position of the Body relative to the top-left of the Sprite.
|
||||
* This allows you to make it smaller, or larger, than the parent Sprite.
|
||||
* You can also control the x and y offset of the Body. This is the position of the
|
||||
* Body relative to the top-left of the Sprite _texture_.
|
||||
*
|
||||
* Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
|
||||
* circle use `setCircle` instead.
|
||||
* For example: If you have a Sprite with a texture that is 80x100 in size,
|
||||
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
|
||||
*
|
||||
* `setSize(32, 32, 24, 34)`
|
||||
*
|
||||
* Where the first two parameters is the new Body size (32x32 pixels).
|
||||
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
|
||||
* is the vertical offset.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.Body#setSize
|
||||
* @param {number} width - The width of the Body.
|
||||
* @param {number} height - The height of the Body.
|
||||
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
|
||||
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
|
||||
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
|
||||
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
|
||||
*/
|
||||
setSize: function (width, height, offsetX, offsetY) {
|
||||
|
||||
|
@ -84931,47 +84939,6 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
|
||||
* The radius is given in pixels and is the distance from the center of the circle to the edge.
|
||||
*
|
||||
* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.Body#setCircle
|
||||
* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
|
||||
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
|
||||
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
|
||||
*/
|
||||
setCircle: function (radius, offsetX, offsetY) {
|
||||
|
||||
if (offsetX === undefined) { offsetX = this.offset.x; }
|
||||
if (offsetY === undefined) { offsetY = this.offset.y; }
|
||||
|
||||
if (radius > 0)
|
||||
{
|
||||
this.isCircle = true;
|
||||
this.radius = radius;
|
||||
|
||||
this.sourceWidth = radius * 2;
|
||||
this.sourceHeight = radius * 2;
|
||||
|
||||
this.width = this.sourceWidth * this._sx;
|
||||
this.height = this.sourceHeight * this._sy;
|
||||
|
||||
this.halfWidth = Math.floor(this.width / 2);
|
||||
this.halfHeight = Math.floor(this.height / 2);
|
||||
|
||||
this.offset.setTo(offsetX, offsetY);
|
||||
|
||||
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.isCircle = false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Resets all Body values (velocity, acceleration, rotation, etc)
|
||||
*
|
||||
|
@ -84988,8 +84955,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
this.angularVelocity = 0;
|
||||
this.angularAcceleration = 0;
|
||||
|
||||
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
|
||||
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
|
||||
|
||||
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
|
||||
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
|
||||
|
||||
this.prev.x = this.position.x;
|
||||
this.prev.y = this.position.y;
|
||||
|
|
File diff suppressed because one or more lines are too long
20
build/phaser.min.js
vendored
20
build/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
Loading…
Add table
Reference in a new issue