mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear).
This commit is contained in:
parent
f260108433
commit
fba731e740
12 changed files with 605 additions and 91 deletions
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@ -22,10 +22,13 @@
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function create() {
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// var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, game.rnd.pick(images));
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// var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, 'atari1');
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}
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function update() {
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}
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function render() {
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}
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79
examples/camerafollow.php
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79
examples/camerafollow.php
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@ -0,0 +1,79 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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// Lots of assets
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game.load.image('stars', 'assets/misc/starfield.jpg');
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var s;
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var p;
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function create() {
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// Make our world big ...
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game.world.setSize(4000, 2000);
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// Scrolling background
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s = game.add.tileSprite(0, 0, 800, 600, 'stars');
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s.scrollFactor.setTo(0, 0);
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// Now let's create loads of stuff moving around it
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for (var i = 0; i < 250; i++)
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{
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var temp = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
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temp.autoCull = true;
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}
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p = game.add.sprite(200, 200, 'atari1');
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p.body.velocity.setTo(200 + Math.random() * 100, 200 + Math.random() * 100);
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p.body.bounce.setTo(1, 1);
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p.body.collideWorldBounds = true;
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game.camera.follow(p);
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}
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function update() {
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if (!game.camera.atLimit.x)
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{
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s.tilePosition.x -= p.body.deltaX();
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}
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if (!game.camera.atLimit.y)
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{
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s.tilePosition.y -= p.body.deltaY();
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}
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}
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function render() {
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game.debug.renderCameraInfo(game.camera, 32, 32);
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game.debug.renderText('Sprites rendered: ' + game.world.currentRenderOrderID, 32, 100);
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}
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})();
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</script>
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</body>
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</html>
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66
examples/pixelpick.php
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66
examples/pixelpick.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('bunny', 'assets/sprites/bunny.png');
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}
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var b;
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function create() {
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b = game.add.sprite(game.world.centerX, game.world.centerY, 'bunny');
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b.anchor.setTo(0.5, 0.5);
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// Listen for input events on this sprite
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b.inputEnabled = true;
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// Check the pixel data of the sprite
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b.input.pixelPerfect = true;
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// Enable the hand cursor
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b.input.useHandCursor = true;
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b.events.onInputOver.add(overSprite, this);
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b.events.onInputOut.add(outSprite, this);
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}
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function overSprite() {
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console.log('over');
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}
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function outSprite() {
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console.log('out');
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}
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function update() {
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b.angle += 0.1;
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}
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function render() {
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game.debug.renderSpriteInputInfo(b, 32, 32);
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}
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})();
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</script>
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</body>
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</html>
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69
examples/pixelpick2.php
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69
examples/pixelpick2.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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}
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var b;
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function create() {
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b = game.add.sprite(game.world.centerX, game.world.centerY, 'mummy');
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b.anchor.setTo(0.5, 0.5);
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b.scale.setTo(6, 6);
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b.animations.add('walk');
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b.animations.play('walk', 5, true);
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// Listen for input events on this sprite
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b.inputEnabled = true;
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// Check the pixel data of the sprite
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b.input.pixelPerfect = true;
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// Enable the hand cursor
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b.input.useHandCursor = true;
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b.events.onInputOver.add(overSprite, this);
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b.events.onInputOut.add(outSprite, this);
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}
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function overSprite() {
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console.log('over');
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}
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function outSprite() {
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console.log('out');
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}
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function update() {
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// b.angle += 0.1;
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}
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function render() {
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game.debug.renderSpriteInputInfo(b, 32, 32);
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}
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})();
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</script>
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</body>
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</html>
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118
examples/pixelpick3.php
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118
examples/pixelpick3.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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game.load.image('stars', 'assets/misc/starfield.jpg');
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}
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var b;
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var camSpeed = 8;
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var s;
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function create() {
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// Make our world big ...
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game.world.setSize(4000, 2000);
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// Scrolling background
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s = game.add.tileSprite(0, 0, 800, 600, 'stars');
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s.scrollFactor.setTo(0, 0);
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b = game.add.sprite(200, 200, 'mummy');
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b.anchor.setTo(0.5, 0.5);
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b.scale.setTo(6, 6);
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b.animations.add('walk');
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b.animations.play('walk', 5, true);
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b.body.velocity.setTo(50, 0);
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// Listen for input events on this sprite
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b.inputEnabled = true;
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// Check the pixel data of the sprite
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b.input.pixelPerfect = true;
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// Enable the hand cursor
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b.input.useHandCursor = true;
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b.events.onInputOver.add(overSprite, this);
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b.events.onInputOut.add(outSprite, this);
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}
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function overSprite() {
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console.log('over');
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}
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function outSprite() {
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console.log('out');
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}
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function update() {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.x -= camSpeed;
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if (!game.camera.atLimit.x)
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{
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s.tilePosition.x += camSpeed;
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}
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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game.camera.x += camSpeed;
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if (!game.camera.atLimit.x)
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{
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s.tilePosition.x -= camSpeed;
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}
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.camera.y -= camSpeed;
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if (!game.camera.atLimit.y)
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{
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s.tilePosition.y += camSpeed;
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}
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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game.camera.y += camSpeed;
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if (!game.camera.atLimit.y)
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{
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s.tilePosition.y -= camSpeed;
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}
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}
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}
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function render() {
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game.debug.renderSpriteInputInfo(b, 32, 32);
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}
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})();
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</script>
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</body>
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</html>
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106
examples/world.php
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106
examples/world.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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// Lots of assets
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game.load.image('stars', 'assets/misc/starfield.jpg');
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var camSpeed = 8;
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var s;
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function create() {
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// Make our world big ...
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game.world.setSize(4000, 2000);
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// Scrolling background
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s = game.add.tileSprite(0, 0, 800, 600, 'stars');
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s.scrollFactor.setTo(0, 0);
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// Now let's create loads of stuff moving around it
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for (var i = 0; i < 50; i++)
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{
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var temp = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
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temp.body.velocity.setTo(50 + Math.random() * 90, 50 + Math.random() * 90);
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temp.body.bounce.setTo(1, 1);
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temp.body.collideWorldBounds = true;
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var temp = game.add.sprite(game.world.randomX, game.world.randomY, 'atari1');
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temp.body.velocity.setTo(10 + Math.random() * 90, 10 + Math.random() * 90);
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temp.body.bounce.setTo(1, 1);
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temp.body.collideWorldBounds = true;
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}
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}
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function update() {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.x -= camSpeed;
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if (!game.camera.atLimit.x)
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{
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s.tilePosition.x += camSpeed;
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}
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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game.camera.x += camSpeed;
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if (!game.camera.atLimit.x)
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{
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s.tilePosition.x -= camSpeed;
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}
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.camera.y -= camSpeed;
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if (!game.camera.atLimit.y)
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{
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s.tilePosition.y += camSpeed;
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}
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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game.camera.y += camSpeed;
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if (!game.camera.atLimit.y)
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{
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s.tilePosition.y -= camSpeed;
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}
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}
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}
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function render() {
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game.debug.renderCameraInfo(game.camera, 32, 32);
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}
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})();
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</script>
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</body>
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</html>
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@ -21,6 +21,10 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
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* Used by Sprites to work out Camera culling.
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* @type {Rectangle}
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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*/
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this.visible = true;
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/**
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* Whether this camera is flush with the World Bounds or not.
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* @type {bool}
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*/
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this.atLimit = { x: false, y: false };
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/**
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* If the camera is tracking a Sprite, this is a reference to it, otherwise null
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* @type {Sprite}
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*/
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this.target = null;
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this._edge = 0;
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};
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// Consts
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@ -66,23 +78,23 @@ Phaser.Camera.prototype = {
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switch (style) {
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case Phaser.Types.CAMERA_FOLLOW_PLATFORMER:
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case Phaser.Camera.FOLLOW_PLATFORMER:
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var w = this.width / 8;
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var h = this.height / 3;
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this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
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break;
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case Phaser.Types.CAMERA_FOLLOW_TOPDOWN:
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case Phaser.Camera.FOLLOW_TOPDOWN:
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helper = Math.max(this.width, this.height) / 4;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT:
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case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
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helper = Math.max(this.width, this.height) / 8;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Phaser.Types.CAMERA_FOLLOW_LOCKON:
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case Phaser.Camera.FOLLOW_LOCKON:
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default:
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this.deadzone = null;
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break;
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@ -97,9 +109,6 @@ Phaser.Camera.prototype = {
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*/
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focusOnXY: function (x, y) {
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x += (x > 0) ? 0.0000001 : -0.0000001;
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y += (y > 0) ? 0.0000001 : -0.0000001;
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this.view.x = Math.round(x - this.view.halfWidth);
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this.view.y = Math.round(y - this.view.halfHeight);
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@ -110,83 +119,89 @@ Phaser.Camera.prototype = {
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*/
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update: function () {
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// this.plugins.preUpdate();
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// Add dirty flag
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if (this.target !== null)
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{
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if (this.deadzone == null)
|
||||
if (this.deadzone)
|
||||
{
|
||||
this.focusOnXY(this.target.x, this.target.y);
|
||||
this._edge = this.target.x - this.deadzone.x;
|
||||
|
||||
if (this.view.x > this._edge)
|
||||
{
|
||||
this.view.x = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
|
||||
|
||||
if (this.view.x < this._edge)
|
||||
{
|
||||
this.view.x = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.y - this.deadzone.y;
|
||||
|
||||
if (this.view.y > this._edge)
|
||||
{
|
||||
this.view.y = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
|
||||
|
||||
if (this.view.y < this._edge)
|
||||
{
|
||||
this.view.y = this._edge;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var edge;
|
||||
var targetX = this.target.x + ((this.target.x > 0) ? 0.0000001 : -0.0000001);
|
||||
var targetY = this.target.y + ((this.target.y > 0) ? 0.0000001 : -0.0000001);
|
||||
|
||||
edge = targetX - this.deadzone.x;
|
||||
|
||||
if (this.view.x > edge)
|
||||
{
|
||||
this.view.x = edge;
|
||||
}
|
||||
|
||||
edge = targetX + this.target.width - this.deadzone.x - this.deadzone.width;
|
||||
|
||||
if (this.view.x < edge)
|
||||
{
|
||||
this.view.x = edge;
|
||||
}
|
||||
|
||||
edge = targetY - this.deadzone.y;
|
||||
|
||||
if (this.view.y > edge)
|
||||
{
|
||||
this.view.y = edge;
|
||||
}
|
||||
|
||||
edge = targetY + this.target.height - this.deadzone.y - this.deadzone.height;
|
||||
|
||||
if (this.view.y < edge)
|
||||
{
|
||||
this.view.y = edge;
|
||||
}
|
||||
this.focusOnXY(this.target.x, this.target.y);
|
||||
}
|
||||
}
|
||||
|
||||
this.checkWorldBounds();
|
||||
|
||||
},
|
||||
|
||||
checkWorldBounds: function () {
|
||||
|
||||
this.atLimit.x = false;
|
||||
this.atLimit.y = false;
|
||||
|
||||
// Make sure we didn't go outside the cameras worldBounds
|
||||
if (this.view.x < this.world.bounds.left)
|
||||
{
|
||||
this.atLimit.x = true;
|
||||
this.view.x = this.world.bounds.left;
|
||||
}
|
||||
|
||||
if (this.view.x > this.world.bounds.right - this.width)
|
||||
{
|
||||
this.atLimit.x = true;
|
||||
this.view.x = (this.world.bounds.right - this.width) + 1;
|
||||
}
|
||||
|
||||
if (this.view.y < this.world.bounds.top)
|
||||
{
|
||||
this.atLimit.y = true;
|
||||
this.view.y = this.world.bounds.top;
|
||||
}
|
||||
|
||||
if (this.view.y > this.world.bounds.bottom - this.height)
|
||||
{
|
||||
this.atLimit.y = true;
|
||||
this.view.y = (this.world.bounds.bottom - this.height) + 1;
|
||||
}
|
||||
|
||||
this.view.floor();
|
||||
|
||||
// this.plugins.update();
|
||||
|
||||
},
|
||||
|
||||
setPosition: function (x, y) {
|
||||
|
||||
this.view.x = x;
|
||||
this.view.y = y;
|
||||
this.checkWorldBounds();
|
||||
|
||||
},
|
||||
|
||||
|
@ -207,6 +222,7 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
|
|||
|
||||
set: function (value) {
|
||||
this.view.x = value;
|
||||
this.checkWorldBounds();
|
||||
}
|
||||
|
||||
});
|
||||
|
@ -219,6 +235,7 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
|
|||
|
||||
set: function (value) {
|
||||
this.view.y = value;
|
||||
this.checkWorldBounds();
|
||||
}
|
||||
|
||||
});
|
||||
|
|
|
@ -23,6 +23,24 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
|||
// The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
|
||||
this.lifespan = 0;
|
||||
|
||||
/**
|
||||
* The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
|
||||
* @type Events
|
||||
*/
|
||||
this.events = new Phaser.Events(this);
|
||||
|
||||
/**
|
||||
* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
|
||||
* @type AnimationManager
|
||||
*/
|
||||
this.animations = new Phaser.AnimationManager(this);
|
||||
|
||||
/**
|
||||
* The Input Handler Component
|
||||
* @type InputHandler
|
||||
*/
|
||||
this.input = new Phaser.InputHandler(this);
|
||||
|
||||
this.key = key;
|
||||
|
||||
if (key instanceof Phaser.RenderTexture)
|
||||
|
@ -62,24 +80,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
|
||||
* @type Events
|
||||
*/
|
||||
this.events = new Phaser.Events(this);
|
||||
|
||||
/**
|
||||
* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
|
||||
* @type AnimationManager
|
||||
*/
|
||||
this.animations = new Phaser.AnimationManager(this);
|
||||
|
||||
/**
|
||||
* The Input Handler Component
|
||||
* @type InputHandler
|
||||
*/
|
||||
this.input = new Phaser.InputHandler(this);
|
||||
|
||||
/**
|
||||
* The anchor sets the origin point of the texture.
|
||||
* The default is 0,0 this means the textures origin is the top left
|
||||
|
|
|
@ -8,6 +8,9 @@ Phaser.Input = function (game) {
|
|||
|
||||
this.game = game;
|
||||
|
||||
this.hitCanvas = null;
|
||||
this.hitContext = null;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
|
||||
|
@ -283,10 +286,18 @@ Phaser.Input.prototype = {
|
|||
this.activePointer = this.mousePointer;
|
||||
this.currentPointers = 0;
|
||||
|
||||
// this.hitCanvas = document.createElement('canvas');
|
||||
// this.hitCanvas.width = 1;
|
||||
// this.hitCanvas.height = 1;
|
||||
// this.hitContext = this.hitCanvas.getContext('2d');
|
||||
this.hitCanvas = document.createElement('canvas');
|
||||
this.hitCanvas.width = 1;
|
||||
this.hitCanvas.height = 1;
|
||||
this.hitContext = this.hitCanvas.getContext('2d');
|
||||
|
||||
// Debugging
|
||||
// this.hitCanvas.style['width'] = '200px';
|
||||
// this.hitCanvas.style['height'] = '200px';
|
||||
// this.hitCanvas.style['position'] = 'absolute';
|
||||
// this.hitCanvas.style['left'] = '810px';
|
||||
// this.hitCanvas.style['backgroundColor'] = '#ef0000';
|
||||
// Phaser.Canvas.addToDOM(this.hitCanvas);
|
||||
|
||||
this.mouse.start();
|
||||
this.keyboard.start();
|
||||
|
|
|
@ -16,17 +16,31 @@ Phaser.InputHandler = function (sprite) {
|
|||
* The PriorityID controls which Sprite receives an Input event first if they should overlap.
|
||||
*/
|
||||
this.priorityID = 0;
|
||||
this.useHandCursor = false;
|
||||
|
||||
this.isDragged = false;
|
||||
this.dragPixelPerfect = false;
|
||||
this.allowHorizontalDrag = true;
|
||||
this.allowVerticalDrag = true;
|
||||
this.bringToTop = false;
|
||||
|
||||
this.snapOffset = null;
|
||||
this.snapOnDrag = false;
|
||||
this.snapOnRelease = false;
|
||||
this.snapX = 0;
|
||||
this.snapY = 0;
|
||||
|
||||
/**
|
||||
* Should we use pixel perfect hit detection? Warning: expensive. Only enable if you really need it!
|
||||
* @default false
|
||||
*/
|
||||
this.pixelPerfect = false;
|
||||
|
||||
/**
|
||||
* The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
|
||||
* @default 255
|
||||
*/
|
||||
this.pixelPerfectAlpha = 255;
|
||||
|
||||
/**
|
||||
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
|
||||
* @default false
|
||||
|
@ -58,10 +72,9 @@ Phaser.InputHandler = function (sprite) {
|
|||
|
||||
Phaser.InputHandler.prototype = {
|
||||
|
||||
start: function (priority, checkBody, useHandCursor) {
|
||||
start: function (priority, useHandCursor) {
|
||||
|
||||
priority = priority || 0;
|
||||
checkBody = checkBody || false;
|
||||
useHandCursor = useHandCursor || false;
|
||||
|
||||
// Turning on
|
||||
|
@ -69,7 +82,6 @@ Phaser.InputHandler.prototype = {
|
|||
{
|
||||
// Register, etc
|
||||
this.game.input.interactiveItems.add(this);
|
||||
this.checkBody = checkBody;
|
||||
this.useHandCursor = useHandCursor;
|
||||
this.priorityID = priority;
|
||||
this._pointerData = [];
|
||||
|
@ -317,27 +329,56 @@ Phaser.InputHandler.prototype = {
|
|||
{
|
||||
this.sprite.getLocalUnmodifiedPosition(this._tempPoint, pointer.x, pointer.y);
|
||||
|
||||
// Check against bounds
|
||||
var width = this.sprite.texture.frame.width,
|
||||
height = this.sprite.texture.frame.height,
|
||||
x1 = -width * this.sprite.anchor.x,
|
||||
y1;
|
||||
// Check against bounds first (move these to private vars)
|
||||
var x1 = -(this.sprite.texture.frame.width) * this.sprite.anchor.x;
|
||||
var y1;
|
||||
|
||||
if (this._tempPoint.x > x1 && this._tempPoint.x < x1 + width)
|
||||
if (this._tempPoint.x > x1 && this._tempPoint.x < x1 + this.sprite.texture.frame.width)
|
||||
{
|
||||
y1 = -height * this.sprite.anchor.y;
|
||||
y1 = -(this.sprite.texture.frame.height) * this.sprite.anchor.y;
|
||||
|
||||
if (this._tempPoint.y > y1 && this._tempPoint.y < y1 + height)
|
||||
if (this._tempPoint.y > y1 && this._tempPoint.y < y1 + this.sprite.texture.frame.height)
|
||||
{
|
||||
if (this.pixelPerfect)
|
||||
{
|
||||
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
checkPixel: function (x, y) {
|
||||
|
||||
x += (this.sprite.texture.frame.width * this.sprite.anchor.x);
|
||||
y += (this.sprite.texture.frame.height * this.sprite.anchor.y);
|
||||
|
||||
// Grab a pixel from our image into the hitCanvas and then test it
|
||||
|
||||
if (this.sprite.texture.baseTexture.source)
|
||||
{
|
||||
this.game.input.hitContext.clearRect(0, 0, 1, 1);
|
||||
this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);
|
||||
|
||||
var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);
|
||||
|
||||
if (rgb.data[3] >= this.pixelPerfectAlpha)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -620,8 +661,9 @@ Phaser.InputHandler.prototype = {
|
|||
this.bringToTop = bringToTop;
|
||||
this.dragOffset = new Phaser.Point();
|
||||
this.dragFromCenter = lockCenter;
|
||||
this.dragPixelPerfect = pixelPerfect;
|
||||
this.dragPixelPerfectAlpha = alphaThreshold;
|
||||
|
||||
this.pixelPerfect = pixelPerfect;
|
||||
this.pixelPerfectAlpha = alphaThreshold;
|
||||
|
||||
if (boundsRect)
|
||||
{
|
||||
|
|
|
@ -124,8 +124,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
postUpdate: function () {
|
||||
|
||||
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
||||
// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
// this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
||||
|
||||
this.sprite.x = (this.x - this.offset.x + (this.sprite.anchor.x * this.width)) - (this.game.world.camera.x * this.sprite.scrollFactor.x);
|
||||
this.sprite.y = (this.y - this.offset.y + (this.sprite.anchor.y * this.height)) - (this.game.world.camera.y * this.sprite.scrollFactor.y);
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
|
|
|
@ -15,17 +15,17 @@ Phaser.Utils.Debug = function (game) {
|
|||
this.game = game;
|
||||
this.context = game.context;
|
||||
|
||||
this.font = '14px Courier';
|
||||
this.lineHeight = 16;
|
||||
this.renderShadow = true;
|
||||
this.currentX = 0;
|
||||
this.currentY = 0;
|
||||
this.currentAlpha = 1;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Utils.Debug.prototype = {
|
||||
|
||||
font: '14px Courier',
|
||||
lineHeight: 16,
|
||||
renderShadow: true,
|
||||
currentX: 0,
|
||||
currentY: 0,
|
||||
currentAlpha: 1,
|
||||
context: null,
|
||||
|
||||
/**
|
||||
* Internal method that resets the debug output values.
|
||||
|
|
Loading…
Reference in a new issue