mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
95 lines
2.1 KiB
TypeScript
95 lines
2.1 KiB
TypeScript
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update, render);
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function init() {
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myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
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myGame.loader.load();
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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}
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var maxX: number;
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var maxY: number;
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var minX: number;
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var minY: number;
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function create() {
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minX = 0;
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minY = 0;
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maxX = myGame.stage.width - 26;
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maxY = myGame.stage.height - 37;
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myGame.input.onDown.add(addBunnies, this);
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// This will really help on slow Android phones
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myGame.framerate = 30;
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// Make sure the camera doesn't clip anything
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myGame.camera.disableClipping = true;
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myGame.stage.context.fillStyle = 'rgb(255,0,0)';
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myGame.stage.context.font = '20px Arial';
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addBunnies();
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}
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function addBunnies() {
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for (var i = 0; i < 10; i++)
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{
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var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
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tempSprite.velocity.x = -200 + (Math.random() * 400);
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tempSprite.velocity.y = 100 + Math.random() * 200;
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}
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}
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function update() {
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myGame.world.group.forEach(checkWalls);
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}
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function render() {
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// Note: Displaying canvas text causes a big performance hit on mobile
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myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
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}
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function checkWalls(bunny:Phaser.Sprite) {
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if (bunny.x > maxX)
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{
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bunny.velocity.x *= -1;
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bunny.x = maxX;
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}
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else if (bunny.x < minX)
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{
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bunny.velocity.x *= -1;
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bunny.x = minX;
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}
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if (bunny.y > maxY)
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{
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bunny.velocity.y *= -0.8;
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bunny.y = maxY;
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}
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else if (bunny.y < minY)
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{
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bunny.velocity.x = -200 + (Math.random() * 400);
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bunny.velocity.y = 100 + Math.random() * 200;
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bunny.y = minY;
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}
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}
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})();
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