mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
74 lines
1.9 KiB
HTML
74 lines
1.9 KiB
HTML
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Phaser - Getting started</title>
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<script type="text/javascript" src="js/phaser.min.js"></script>
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<style type="text/css">
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body {
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margin: 0;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('sky', 'assets/sky.png');
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game.load.image('ground', 'assets/platform.png');
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game.load.image('star', 'assets/star.png');
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game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
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}
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var platforms;
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function create() {
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// A simple background for our game
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game.add.sprite(0, 0, 'sky');
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// The platforms group contains the ground and the 2 ledges we can jump on
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platforms = game.add.group();
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// Here we create the ground.
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var ground = platforms.create(0, game.world.height - 64, 'ground');
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// Scale it to fit the width of the game (the original sprite is 400x32 in size)
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ground.scale.setTo(2, 2);
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// This stops it from falling away when you jump on it
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ground.body.immovable = true;
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// Now let's create two ledges
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var ledge = platforms.create(400, 400, 'ground');
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ledge.body.immovable = true;
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ledge = platforms.create(-150, 250, 'ground');
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ledge.body.immovable = true;
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// The player and its settings
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player = game.add.sprite(32, game.world.height - 150, 'dude');
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// Player physics properties. Give the little guy a slight bounce.
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player.body.bounce.y = 0.2;
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player.body.gravity.y = 6;
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player.body.collideWorldBounds = true;
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// Our two animations, walking left and right.
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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}
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function update() {
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}
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</script>
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</body>
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</html>
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