phaser/Tests/scrollzones/ballscroller.js

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/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('balls', 'assets/sprites/balls.png');
game.load.start();
}
var scroller;
function create() {
// The source image (balls.png) is only 102x17 in size, but we want it to create a scroll the size of the whole game window.
// We can take advantage of the way a ScrollZone can create a seamless pattern for us automatically.
// If you create a ScrollRegion larger than the source texture, it'll create a DynamicTexture and perform a pattern fill on it and use that
// for rendering.
// We've rounded the height up to 612 because in order to have a seamless pattern it needs to be a multiple of 17 (the height of the source image)
scroller = game.add.scrollZone('balls', 0, 0, 800, 612);
// Some sin/cos data for the movement
game.math.sinCosGenerator(256, 4, 4, 2);
}
function update() {
// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
scroller.currentRegion.scrollSpeed.x = game.math.shiftSinTable();
scroller.currentRegion.scrollSpeed.y = game.math.shiftCosTable();
}
})();