新增Phyisics.overlapRectangle
新增TextureUtils.premultiplyAlpha 新增Entity快速访问Transform内联方法
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@@ -203,6 +203,72 @@ module es {
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this.components.onEntityTransformChanged(comp);
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}
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public setParent(parent: Entity);
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public setParent(parent: Transform);
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public setParent(parent: Transform | Entity) {
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if (parent instanceof Transform) {
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this.transform.setParent(parent);
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} else if (parent instanceof Entity) {
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this.transform.setParent(parent.transform);
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}
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return this;
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}
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public setPosition(x: number, y: number){
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this.transform.setPosition(x, y);
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return this;
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}
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public setLocalPosition(localPosition: Vector2) {
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this.transform.setLocalPosition(localPosition);
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return this;
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}
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public setRotation(radians: number){
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this.transform.setRotation(radians);
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return this;
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}
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public setRotationDegrees(degrees: number){
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this.transform.setRotationDegrees(degrees);
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return this;
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}
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public setLocalRotation(radians: number){
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this.transform.setLocalRotation(radians);
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return this;
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}
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public setLocalRotationDegrees(degrees: number){
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this.transform.setLocalRotationDegrees(degrees);
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return this;
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}
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public setScale(scale: number);
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public setScale(scale: Vector2);
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public setScale(scale: Vector2 | number) {
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if (scale instanceof Vector2) {
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this.transform.setScale(scale);
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} else {
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this.transform.setScale(new Vector2(scale));
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}
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return this;
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}
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public setLocalScale(scale: number);
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public setLocalScale(scale: Vector2);
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public setLocalScale(scale: Vector2 | number) {
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if (scale instanceof Vector2) {
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this.transform.setLocalScale(scale);
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} else {
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this.transform.setLocalScale(new Vector2(scale));
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}
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return this;
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}
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/**
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* 设置实体的标记
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* @param tag
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@@ -2,9 +2,9 @@ module es {
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/** 提供帧定时信息 */
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export class Time {
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/** 游戏运行的总时间 */
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public static totalTime: number;
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public static totalTime: number = 0;
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/** deltaTime的未缩放版本。不受时间尺度的影响 */
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public static unscaledDeltaTime;
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public static unscaledDeltaTime: number = 0;
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/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
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public static deltaTime: number = 0;
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/** 时间刻度缩放 */
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@@ -12,7 +12,7 @@ module es {
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/** 已传递的帧总数 */
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public static frameCount = 0;
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/** 自场景加载以来的总时间 */
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public static timeSinceSceneLoad;
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public static timeSinceSceneLoad: number = 0;
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private static _lastTime = 0;
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public static update(currentTime: number) {
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