2013-07-27 01:59:27 +00:00
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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2013-08-08 03:35:13 +00:00
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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2013-07-27 01:59:27 +00:00
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2013-08-08 03:35:13 +00:00
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function preload() {
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2013-07-27 01:59:27 +00:00
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game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 138, 15);
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game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90);
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2013-08-08 03:35:13 +00:00
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2013-07-27 01:59:27 +00:00
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}
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function create() {
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var item: Phaser.Sprite,
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shadow: Phaser.Sprite,
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tween: Phaser.Tween;
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for (var i = 0; i < 6; i++) {
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// Add a shadow to the location which characters will land on.
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// And tween their size to make them look like a real shadow.
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// Put the following code before items to give shadow a lower
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// render order.
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shadow = game.add.sprite(190 + 69 * i, 284, 'shadow');
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// Set shadow's size 0 so that it'll be invisible at the beginning.
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shadow.transform.scale.setTo(0.0, 0.0);
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// Also set the origin to the center since we don't want to
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// see the shadow scale to the left top.
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shadow.transform.origin.setTo(0.5, 0.5);
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game.add.tween(shadow.transform.scale)
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.to({x: 1.0, y: 1.0}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false);
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// Add characters on top of shadows.
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item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i);
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// Set origin to the center to make the rotation look better.
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item.transform.origin.setTo(0.5, 0.5);
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// Add a simple bounce tween to each character's position.
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tween = game.add.tween(item)
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.to({y: 240}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false);
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}
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// Set background color to white.
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game.stage.backgroundColor = '#fff';
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}
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})();
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