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Group nearly done. Sprite.anchor appears to be broken though, must fix.
1 parent 822a2df commit eb7af3d

11 files changed

Lines changed: 540 additions & 195 deletions

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examples/assets/bd/burd.png

675 Bytes
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examples/consoleBanner3.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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<textarea id="output" style="width: 1400px; height: 600px"></textarea>
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<br />
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<input type="button" id="grab" value="Grab" />
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<input type="button" id="refresh" value="Refresh" />
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<script type="text/javascript">
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var game = new Phaser.Game(50, 31, Phaser.CANVAS, '', { preload: preload, create: create });
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function preload() {
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game.load.image('piccie', 'assets/bd/burd.png');
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}
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var logo;
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var args;
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function create() {
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logo = game.add.sprite(0, 0, 'piccie');
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document.getElementById('grab').onclick = canvasToConsole;
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document.getElementById('refresh').onclick = refreshConsole;
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}
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function refreshConsole () {
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args[0] = document.getElementById('output').value;
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console.clear();
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console.log.apply(console, args);
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console.log(args.toString());
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}
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function canvasToConsole () {
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var txt = "";
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var prev;
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args = [""];
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var lfb = game.renderer.context.getImageData(0, 0, game.width, game.height).data;
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for (var i = 0, j = 0; i < 1500; i++, j++)
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{
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if (!(i % 50)) // if(i && !(i % 50)) if don't like to start with a "\n"
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txt += prev = "\n";
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var col = "background: rgb(" + [lfb[j++], lfb[j++], lfb[j++]] + ")";
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if (col == prev)
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{
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txt += " ";
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}
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else
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{
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txt += "%c ";
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args.push(col);
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prev = col;
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}
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}
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args[0] = txt;
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document.getElementById('output').innerText = args[0];
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console.clear();
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console.log.apply(console, args);
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// console.log(args[0]);
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}
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</script>
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</body>
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</html>

examples/group1.php

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Original file line numberDiff line numberDiff line change
@@ -16,6 +16,7 @@
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function preload() {
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game.load.image('diamond', 'assets/sprites/diamond.png');
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game.load.image('carrot', 'assets/sprites/carrot.png');
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}
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var g;
@@ -24,26 +25,51 @@ function preload() {
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function create() {
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g = new Phaser.Group(game, 'aliens');
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t = game.add.sprite(100, 100, 'carrot');
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t.name = 'c0';
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t.body.bounce.y = Math.random();
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t.body.collideWorldBounds = true;
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g = game.add.group();
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// g.x = 400;
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// g.y = 300;
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// g._container.anchor.x = 0.5;
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// g._container.anchor.y = 0.5;
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for (var i = 0; i < 10; i++)
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{
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s = g.createSprite(100 + i * 64, 300, 'diamond');
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s.name = 'diamond' + i;
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s.body.collideWorldBounds = true;
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s.body.bounce.y = Math.random();
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var x = (i * 64);
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s = g.create(x, 0, 'diamond');
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s.name = 'd' + i;
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s.anchor.setTo(0.5, 0.5);
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}
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g.getRandom().y += 200;
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// g.forEach(setAlpha, this);
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// g.dump();
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// g.replace(s, t);
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// g.dump();
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//g.setAll('body.velocity.y', 250);
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// g.callAll('dump', game, 123, 456, 789);
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// g.getRandom().y += 200;
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// g.setAll('body.velocity.y', 250);
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// g.divideAll('y', 2);
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// g.multiplyAll('y', 3);
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}
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function setAlpha (sprite) {
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sprite.alpha = 0.4;
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}
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function update() {
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// g.addAll('angle', 10);
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g.angle++;
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}
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examples/invaders.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('alien', 'assets/sprites/space-baddie.png');
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game.load.image('ship', 'assets/sprites/shmup-ship.png');
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}
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var player;
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var aliens;
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function create() {
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player = game.add.sprite(400, 500, 'ship');
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// player.anchor.setTo(0.5, 0.5);
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aliens = game.add.group();
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 10; x++)
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{
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aliens.create(x * 48, y * 64, 'alien');
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}
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}
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aliens.x = 100;
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var tween = game.add.tween(aliens).to({x: 200}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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tween.onComplete.add(descend, this);
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}
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function descend() {
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aliens.y += 10;
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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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})();
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</script>
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</body>
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</html>

src/core/Game.js

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@@ -378,7 +378,6 @@ Phaser.Game.prototype = {
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if (!this.paused)
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{
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this.plugins.preUpdate();
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// this.world.preUpdate();
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this.physics.preUpdate();
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this.input.update();
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this.renderer.render(this.world._stage);
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this.state.render();
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394-
// this.world.postUpdate();
395-
// this.physics.postUpdate();
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this.plugins.postRender();
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}
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