2014-02-07 17:14:10 +00:00
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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('block', 'assets/sprites/block.png');
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}
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var grid = [];
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var currentTile = new Phaser.Point();
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function create() {
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// The block.png is 95x95, so for this we'll create a little grid or it won't fit:
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for (var y = 0; y < 5; y++)
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{
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grid[y] = [];
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for (var x = 0; x < 5; x++)
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{
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// grid[y][x] = game.add.sprite(x * 95, y * 95, 'block');
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// coz the grid is empty like
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grid[y][x] = null;
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}
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}
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var block1 = game.add.sprite(600, 100, 'block');
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block1.name = 'block1';
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block1.inputEnabled = true;
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block1.input.enableDrag(true);
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block1.events.onDragStop.add(dropBlock, this);
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var block2 = game.add.sprite(600, 300, 'block');
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block2.name = 'block2';
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block2.inputEnabled = true;
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block2.input.enableDrag(true);
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block2.events.onDragStop.add(dropBlock, this);
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}
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function dropBlock(sprite, pointer) {
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// Convert the pointer into a grid location
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var x = this.game.math.snapToFloor(pointer.x, 95) / 95;
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var y = this.game.math.snapToFloor(pointer.y, 95) / 95;
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// Bounds check it
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if (x >= 0 && x <= 4 && y >= 0 && y <= 4)
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{
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// something in there already?
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if (grid[y][x] !== null)
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{
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// This is very hacky - what you SHOULD do is have a Pipe object which has properties startX and startY or something, and snap back to those.
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if (sprite.name === 'block1')
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{
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game.add.tween(sprite).to( { x: 600, y: 100 }, 1000, Phaser.Easing.Linear.None, true);
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}
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else
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{
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game.add.tween(sprite).to( { x: 600, y: 300 }, 1000, Phaser.Easing.Linear.None, true);
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}
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}
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else
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{
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grid[y][x] = sprite;
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sprite.inputEnabled = false;
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}
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}
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}
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function update() {
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// 95 = width and height of the block.png
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currentTile.x = this.game.math.snapToFloor(game.input.x, 95) / 95;
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currentTile.y = this.game.math.snapToFloor(game.input.y, 95) / 95;
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}
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function render() {
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2014-03-03 01:19:31 +00:00
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game.debug.text('Tile X: ' + currentTile.x + ' Y: ' + currentTile.y, 32, 32);
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2014-02-07 17:14:10 +00:00
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}
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