mirror of
https://github.com/photonstorm/phaser
synced 2024-12-14 23:32:52 +00:00
89 lines
2.5 KiB
JavaScript
89 lines
2.5 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('beast', 'assets/pics/shadow_of_the_beast2_karamoon.png');
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game.load.image('snot', 'assets/pics/nslide_snot.png');
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
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game.load.image('coke', 'assets/sprites/cokecan.png');
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game.load.image('disk', 'assets/sprites/oz_pov_melting_disk.png');
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}
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var group1;
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var group2;
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var coke;
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var disk;
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function create() {
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// Create a background image
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game.add.sprite(0, 0, 'beast');
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// Create a Group that will sit above the background image
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group1 = game.add.group();
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// Create a Group that will sit above Group 1
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group2 = game.add.group();
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// Now let's create some random sprites and enable them all for drag and 'bring to top'
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for (var i = 0; i < 10; i++)
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{
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var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, 'atari1');
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tempSprite.name = 'atari' + i;
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tempSprite.input.start(i, true);
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tempSprite.input.enableDrag(false, true);
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group1.add(tempSprite);
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// Sonics
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var tempSprite=game.add.sprite(game.world.randomX, game.world.randomY, 'sonic');
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tempSprite.name = 'sonic' + i;
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tempSprite.input.start(10 + i, true);
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tempSprite.input.enableDrag(false, true);
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group2.add(tempSprite);
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}
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// Add 2 control sprites into each group - these cannot be dragged but should be bought to the top each time
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coke = group1.create(100, 100, 'coke');
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disk = group2.create(400, 300, 'disk');
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// Create a foreground image - everything should appear behind this, even when dragged
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var snot = game.add.sprite(game.world.centerX, game.world.height, 'snot');
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snot.anchor.setTo(0.5, 1);
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// You can click and drag any sprite but Sonic sprites should always appear above the Atari sprites
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// and both types of sprite should only ever appear above the background and behind the
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game.input.onDown.add(wibble, this);
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}
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function wibble(p) {
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console.log(p);
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}
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function update() {
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if (game.input.keyboard.justReleased(Phaser.Keyboard.ONE))
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{
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coke.bringToTop();
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}
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if (game.input.keyboard.justReleased(Phaser.Keyboard.TWO))
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{
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disk.bringToTop();
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}
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}
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function render() {
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game.debug.renderInputInfo(32, 32);
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}
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