phaser/examples/wip/pixi2.js

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