phaser/wip/examples/loader.html

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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a(nother) new beginning</title>
<script src="../src/Phaser.js"></script>
<script src="../src/system/Device.js"></script>
<script src="../src/core/SignalBinding.js"></script>
<script src="../src/core/Signal.js"></script>
<script src="../src/math/RandomDataGenerator.js"></script>
<script src="../src/loader/Cache.js"></script>
<script src="../src/loader/Loader.js"></script>
<script src="../src/Game.js"></script>
</head>
<body>
<script type="text/javascript">
function loadStarted(size) {
console.log('Loader started, queue size:', size);
}
// this.progress, previousKey, success, this.queueSize - this._keys.length, this.queueSize
function fileLoaded(progress, key, success, remaining, total) {
console.log('File Loaded:', key);
console.log('Progress: ' + progress + '%');
console.log('File: ' + remaining + ' out of ' + total);
}
function loadCompleted() {
console.log('Loader finished');
}
var game = new Phaser.Game(this, '', 800, 600);
game.load.image('cockpit', 'assets/pics/cockpit.png');
game.load.image('rememberMe', 'assets/pics/remember-me.jpg');
game.load.image('overdose', 'assets/pics/lance-overdose-loader_eye.png');
game.load.onLoadStart.add(loadStarted, this);
game.load.onFileComplete.add(fileLoaded, this);
game.load.onLoadComplete.add(loadCompleted, this);
game.load.start();
</script>
</body>
</html>