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If Game Objects change their frame, such as with an animated Sprite, …
…and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot)
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Original file line number | Diff line number | Diff line change |
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@@ -1,52 +1,52 @@ | ||
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BasicGame.Game = function (game) { | ||
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// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist: | ||
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this.game; // a reference to the currently running game | ||
this.add; // used to add sprites, text, groups, etc | ||
this.camera; // a reference to the game camera | ||
this.cache; // the game cache | ||
this.input; // the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it) | ||
this.load; // for preloading assets | ||
this.math; // lots of useful common math operations | ||
this.sound; // the sound manager - add a sound, play one, set-up markers, etc | ||
this.stage; // the game stage | ||
this.time; // the clock | ||
this.tweens; // the tween manager | ||
this.state; // the state manager | ||
this.world; // the game world | ||
this.particles; // the particle manager | ||
this.physics; // the physics manager | ||
this.rnd; // the repeatable random number generator | ||
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// You can use any of these from any function within this State. | ||
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference. | ||
// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist: | ||
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this.game; // a reference to the currently running game (Phaser.Game) | ||
this.add; // used to add sprites, text, groups, etc (Phaser.GameObjectFactory) | ||
this.camera; // a reference to the game camera (Phaser.Camera) | ||
this.cache; // the game cache (Phaser.Cache) | ||
this.input; // the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input) | ||
this.load; // for preloading assets (Phaser.Loader) | ||
this.math; // lots of useful common math operations (Phaser.Math) | ||
this.sound; // the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager) | ||
this.stage; // the game stage (Phaser.Stage) | ||
this.time; // the clock (Phaser.Time) | ||
this.tweens; // the tween manager (Phaser.TweenManager) | ||
this.state; // the state manager (Phaser.StateManager) | ||
this.world; // the game world (Phaser.World) | ||
this.particles; // the particle manager (Phaser.Particles) | ||
this.physics; // the physics manager (Phaser.Physics) | ||
this.rnd; // the repeatable random number generator (Phaser.RandomDataGenerator) | ||
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// You can use any of these from any function within this State. | ||
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference. | ||
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}; | ||
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BasicGame.Game.prototype = { | ||
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create: function () { | ||
create: function () { | ||
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// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out! | ||
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out! | ||
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}, | ||
}, | ||
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update: function () { | ||
update: function () { | ||
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// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out! | ||
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out! | ||
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}, | ||
}, | ||
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quitGame: function (pointer) { | ||
quitGame: function (pointer) { | ||
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// Here you should destroy anything you no longer need. | ||
// Stop music, delete sprites, purge caches, free resources, all that good stuff. | ||
// Here you should destroy anything you no longer need. | ||
// Stop music, delete sprites, purge caches, free resources, all that good stuff. | ||
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// Then let's go back to the main menu. | ||
this.state.start('MainMenu'); | ||
// Then let's go back to the main menu. | ||
this.state.start('MainMenu'); | ||
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} | ||
} | ||
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}; |
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