2013-10-22 02:58:20 +00:00
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
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var items;
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function preload() {
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game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
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game.load.image('rect', 'assets/tests/200x100corners.png');
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}
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function create() {
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// Create item container group.
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items = game.add.group();
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// Add some items and add them to the container group,
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// then you can drag and drop them to remove.
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var item;
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for (var i = 0; i < 6; i++)
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{
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// Directly create sprites from the group.
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item = items.create(90, 90 * i, 'item', i);
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// Enable input detection, then it's possible be dragged.
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2014-02-21 17:58:52 +00:00
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item.inputEnabled = true;
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2013-10-22 02:58:20 +00:00
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// Make this item draggable.
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item.input.enableDrag();
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// Then we make it snap to 90x90 grids.
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item.input.enableSnap(90, 90, false, true);
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// Add a handler to remove it using different options when dropped.
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item.events.onDragStop.add(dropHandler);
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}
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// Create a rectangle drop it at this rectangle to
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// remove it from origin group normally or
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// cut it from the group's array entirely.
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var rect = game.add.sprite(390, 0, 'rect');
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rect.scale.setTo(2.0, 3.0);
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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('Size of group: ' + items.length, 100, 560);
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game.debug.text('Drop here to cut items from groups entirely.', 390, 24);
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2013-10-22 02:58:20 +00:00
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}
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function dropHandler(item, pointer) {
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if (item.x < 90)
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{
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item.x = 90;
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}
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else if (item.x > 400)
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{
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// So it is dropped in one rectangle.
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// Remove it from group normally, so the group's size does not change.
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items.remove(item);
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console.log("Group length : "+items.length);
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}
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}
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