mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Tidying up the examples and more Tilemap work.
This commit is contained in:
parent
af5847e8e4
commit
669570c701
115 changed files with 372 additions and 11768 deletions
14
README.md
14
README.md
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@ -55,6 +55,8 @@ Updates:
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* Updated Pixi.js so that removing filters now works correctly without breaking the display list.
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* Phaser.Canvas.create updated to it can be given an ID as the 3rd parameter.
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* Updated display/fullscreen example to reflect new full screen change.
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* Loads of updates to the TypeScript definitions files - games fully compile now and lots of missing classes added :)
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* Removed 'null parent' check from Group constructor. Will parent to game.world only if parent value is undefined.
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Bug Fixes:
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@ -66,7 +68,7 @@ Bug Fixes:
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* Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group is has no children.
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* Switch Camera.setBoundsToWorld to match world.bounds instead of world (thanks cocoademon)
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* Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100)
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* Fixed Pixi bug (#425) incorrect width property for multi-line Bitmap (thanks jcd-as)
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* Fixed Pixi bug (#425) incorrect width property for multi-line BitmapText (thanks jcd-as)
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You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
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@ -81,6 +83,16 @@ We also provide a Grunt script that will build Phaser from source along with all
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Run `grunt` in the phaser folder for a list of command-line options.
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Bower
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-----
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If you use bowser you can install phaser with:
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`bower install phaser`
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Nice and easy :)
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![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
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37
bower.json
Normal file
37
bower.json
Normal file
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@ -0,0 +1,37 @@
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{
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"name": "phaser",
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"version": "1.1.3",
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"homepage": "http://phaser.io",
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"authors": [
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"photonstorm <rich@photonstorm.com>"
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],
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"description": "A fun, free and fast 2D game framework for making HTML5 games for desktop and mobile, supporting Canvas and WebGL.",
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"main": "build/phaser.min.js",
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"keywords": [
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"html5",
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"game",
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"games",
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"framework",
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"canvas",
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"WebGL",
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"tilemaps",
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"physics",
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"sprites",
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"fonts",
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"images",
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"audio",
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"Web",
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"Audio",
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"touch",
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"input",
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"mobile"
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],
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"license": "MIT",
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"ignore": [
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"**/.*",
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"node_modules",
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"bower_components",
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"test",
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"tests"
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]
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}
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226
build/phaser.d.ts
vendored
226
build/phaser.d.ts
vendored
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@ -260,7 +260,7 @@ declare module Phaser {
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}
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class Game {
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constructor(width: number, height: number, renderer: number, parent: string, state: Object, transparent: boolean, antialias: boolean);
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constructor(width: number, height: number, renderer: number, parent: string, state: Object, transparent?: boolean, antialias?: boolean);
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id: number;
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width: number;
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height: number;
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@ -655,7 +655,7 @@ declare module Phaser {
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onAnimationStart: Phaser.Signal;
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onAnimationComplete: Phaser.Signal;
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onAnimationLoop: Phaser.Signal;
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}
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}
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class GameObjectFactory {
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constructor(game: Phaser.Game);
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@ -687,7 +687,7 @@ declare module Phaser {
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type: number;
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renderOrderID: number;
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lifespan: number;
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events: Phaser.Event[];
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events: Phaser.Events;
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animations: Phaser.AnimationManager;
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input: Phaser.InputHandler;
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key: string;
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@ -707,8 +707,6 @@ declare module Phaser {
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bottomLeft: Phaser.Point;
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bounds: Phaser.Rectangle;
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body: Phaser.Physics.Arcade.Body;
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velocity: number;
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acceleration: number;
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inWorld: boolean;
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inWorldThreshold: number;
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angle: number;
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@ -731,6 +729,24 @@ declare module Phaser {
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getBounds(rect: Phaser.Rectangle): Phaser.Rectangle;
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}
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class Events {
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parent: Phaser.Sprite;
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onAddedToGroup: Phaser.Signal;
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onRemovedFromGroup: Phaser.Signal;
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onKilled: Phaser.Signal;
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onRevived: Phaser.Signal;
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onOutOfBounds: Phaser.Signal;
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onInputOver: Phaser.Signal;
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onInputOut: Phaser.Signal;
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onInputDown: Phaser.Signal;
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onInputUp: Phaser.Signal;
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onDragStart: Phaser.Signal;
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onDragStop: Phaser.Signal;
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onAnimationStart: Phaser.Signal;
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onAnimationComplete: Phaser.Signal;
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onAnimationLoop: Phaser.Signal;
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}
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class TileSprite {
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constructor(game: Phaser.Game, x: number, y: number, width: number, height: number, key?: string, frame?: number);
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texture: Phaser.RenderTexture;
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@ -1166,60 +1182,68 @@ declare module Phaser {
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update(time: number): boolean;
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}
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class Easing {
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Linear: {
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None: (k: number) => number;
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};
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Quadratic: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Cubic: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Quartic: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Quintic: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Sinusoidal: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Exponential: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Circular: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Elastic: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Back: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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Bounce: {
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In: (k: number) => number;
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Out: (k: number) => number;
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InOut: (k: number) => number;
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};
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class Easing.Linear {
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static None(k: number);
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}
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class Easing.Quadratic {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Cubic {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Quartic {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Quintic {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Sinusoidal {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Exponential {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Circular {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Elastic {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Back {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Easing.Bounce {
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static In(k: number);
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static Out(k: number);
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static InOut(k: number);
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}
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class Time {
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@ -1286,48 +1310,46 @@ declare module Phaser {
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onComplete(): void;
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}
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module Animation {
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class Frame {
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constructor(index: number, x: number, y: number, width: number, height: number, name: string, uuid: string);
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index: number;
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x: number;
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y: number;
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width: number;
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height: number;
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centerX: number;
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centerY: number;
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distance: number;
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name: string;
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uuid: string;
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rotated: boolean;
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rotationDirection: string;
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trimmed: boolean;
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sourceSizeW: number;
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sourceSizeH: number;
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spriteSourceSizeX: number;
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spriteSourceSizeY: number;
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spriteSourceSizeW: number;
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spriteSourcesizeH: number;
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setTrim(trimmed: boolean, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void;
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}
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class Frame {
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constructor(index: number, x: number, y: number, width: number, height: number, name: string, uuid: string);
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index: number;
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x: number;
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y: number;
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width: number;
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height: number;
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centerX: number;
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centerY: number;
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distance: number;
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name: string;
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uuid: string;
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rotated: boolean;
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rotationDirection: string;
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trimmed: boolean;
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sourceSizeW: number;
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sourceSizeH: number;
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spriteSourceSizeX: number;
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spriteSourceSizeY: number;
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spriteSourceSizeW: number;
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spriteSourcesizeH: number;
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setTrim(trimmed: boolean, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void;
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}
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class FrameData {
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addFrame(frame: Frame): Frame;
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getFrame(index: number): Frame;
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getFrameByName(name: string): Frame;
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checkFrame(name: string): boolean;
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getFrameRange(start: number, end: number, output: Array<Frame>): Array<Frame>;
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getFrames(frames: Array<number>, useNumericIndex?: boolean, output?: Array<Frame>): Array<Frame>;
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getFrameIndexes(frames: Array<number>, useNumericIndex?: boolean, output?: Array<number>): Array<number>;
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total: number;
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}
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class FrameData {
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addFrame(frame: Frame): Frame;
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getFrame(index: number): Frame;
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getFrameByName(name: string): Frame;
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checkFrame(name: string): boolean;
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getFrameRange(start: number, end: number, output: Array<Frame>): Array<Frame>;
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getFrames(frames: Array<number>, useNumericIndex?: boolean, output?: Array<Frame>): Array<Frame>;
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getFrameIndexes(frames: Array<number>, useNumericIndex?: boolean, output?: Array<number>): Array<number>;
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total: number;
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}
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class Parser {
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spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number): Phaser.Animation.FrameData;
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JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
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JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
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XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.Animation.FrameData;
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}
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class AnimationParser {
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spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number): Phaser.Animation.FrameData;
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JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
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JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
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XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.Animation.FrameData;
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}
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class Cache {
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@ -1420,10 +1442,8 @@ declare module Phaser {
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nextFile(previousKey: string, success: boolean): void;
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}
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module Loader {
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class Parser {
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bitmapFont(game: Phaser.Game, xml: Object, cacheKey: Phaser.Animation.FrameData): void;
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}
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class LoaderParser {
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bitmapFont(game: Phaser.Game, xml: Object, cacheKey: Phaser.Animation.FrameData): void;
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}
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class Sound {
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BIN
examples/assets/tiles/tiles_spritesheet.png
Normal file
BIN
examples/assets/tiles/tiles_spritesheet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 126 KiB |
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@ -17,7 +17,7 @@ var waveDataCounter;
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function create() {
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// Create our BitmapData object at a size of 32x64
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bmd = game.add.bitmapData('ball', 32, 64);
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bmd = game.add.bitmapData(32, 64);
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// And apply it to 100 randomly positioned sprites
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for (var i = 0; i < 100; i++)
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@ -62,7 +62,7 @@ function updateWobblyBall()
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// Now all the pixel data has been redrawn we render it to the BitmapData object.
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// In CANVAS mode this doesn't do anything, but on WebGL it pushes the new texture to the GPU.
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// If your game is exclusively running under Canvas you ca safely ignore this step.
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// If your game is exclusively running under Canvas you can safely ignore this step.
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bmd.render();
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// Cycle through the wave data - this is what causes the image to "undulate"
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@ -14,7 +14,7 @@ var bmd;
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function create() {
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bmd = game.add.bitmapData('ball', 32, 64);
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bmd = game.add.bitmapData(32, 64);
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console.log(bmd);
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|
|
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@ -3,6 +3,9 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
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function preload() {
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// game.load.tilemap('map', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
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// game.load.tileset('marioTiles', 'assets/maps/mario1.png', 16, 16);
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game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
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// game.load.image('phaser', 'assets/sprites/phaser-ship.png');
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@ -21,25 +24,20 @@ var sprite;
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|||
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||||
function create() {
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||||
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||||
game.stage.backgroundColor = '#5c94fc';
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// game.stage.backgroundColor = '#5c94fc';
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||||
map = game.add.tilemap('map');
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||||
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||||
// map.setCollisionByIndexRange(80, 97); // mario
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||||
map.setCollisionByIndex(1);
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||||
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||||
// Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) {
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||||
|
||||
// layer = game.add.tilemapLayer(0, 0, 800, 600, null, map, 0);
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||||
layer = game.add.tilemapLayer(0, 0, 800, 600, null, map, 0);
|
||||
|
||||
// layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0);
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||||
// layer.cameraOffset.x = 400;
|
||||
// layer.alpha = 0.5;
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||||
|
||||
// tileset = game.add.tileset('tilesNes');
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||||
// layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tilesetNes.tileWidth, 600, tileset, map, 0);
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||||
// disable this and you can place anywhere, but will almost certainly screw collision
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||||
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||||
layer.resizeWorld();
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||||
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||||
sprite = game.add.sprite(260, 100, 'phaser');
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||||
|
@ -51,10 +49,6 @@ function create() {
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// In this case the box is 50px in and 25px down.
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||||
sprite.body.setSize(16, 16, 8, 8);
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||||
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||||
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||||
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||||
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||||
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||||
// We'll set a lower max angular velocity here to keep it from going totally nuts
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||||
sprite.body.maxAngular = 500;
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||||
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||||
|
|
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@ -17,8 +17,8 @@
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|||
* @param {number} [width=800] - The width of your game in game pixels.
|
||||
* @param {number} [height=600] - The height of your game in game pixels.
|
||||
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
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||||
* @param {HTMLElement} [parent=''] - The Games DOM parent.
|
||||
* @param {any} [state=null] - Description.
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||||
* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
|
||||
* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
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||||
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
|
||||
* @param {boolean} [antialias=true] - Anti-alias graphics.
|
||||
*/
|
||||
|
|
|
@ -10,7 +10,7 @@
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|||
* @classdesc A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. If not set, or set to null, it will use game.world.
|
||||
* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. If undefined it will use game.world.
|
||||
* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
|
||||
* @param {boolean} [useStage=false] - Should the DisplayObjectContainer this Group creates be added to the World (default, false) or direct to the Stage (true).
|
||||
*/
|
||||
|
@ -21,7 +21,7 @@ Phaser.Group = function (game, parent, name, useStage) {
|
|||
*/
|
||||
this.game = game;
|
||||
|
||||
if (typeof parent === 'undefined' || parent === null)
|
||||
if (typeof parent === 'undefined')
|
||||
{
|
||||
parent = game.world;
|
||||
}
|
||||
|
|
88
src/gameobjects/DOMSprite.js
Normal file
88
src/gameobjects/DOMSprite.js
Normal file
|
@ -0,0 +1,88 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Create a new DOMSprite.
|
||||
* @class Phaser.DOMSprite
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
* @param {string} id - DOM ID.
|
||||
* @param {number} x - X position of the new text object.
|
||||
* @param {number} y - Y position of the new text object.
|
||||
* @param {string} text - The actual text that will be written.
|
||||
* @param {object} style - The style object containing style attributes like font, font size ,
|
||||
*/
|
||||
Phaser.DOMSprite = function (game, element, x, y, style) {
|
||||
|
||||
x = x || 0;
|
||||
y = y || 0;
|
||||
style = style || '';
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
|
||||
* @default
|
||||
*/
|
||||
this.exists = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} alive - This is a handy little var your game can use to determine if an object is alive or not, it doesn't effect rendering.
|
||||
* @default
|
||||
*/
|
||||
this.alive = true;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Group} group - The parent Group of this Text object.
|
||||
*/
|
||||
this.group = null;
|
||||
|
||||
/**
|
||||
* @property {string} name - The user defined name given to this object.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {number} type - The const type of this object.
|
||||
* @default
|
||||
*/
|
||||
this.type = Phaser.DOMSPRITE;
|
||||
|
||||
/**
|
||||
* @property {boolean} visible - Sets the visible state of this DOMSprite.
|
||||
* @default
|
||||
*/
|
||||
this.visible = true;
|
||||
|
||||
/*
|
||||
if (parent)
|
||||
{
|
||||
if (typeof parent === 'string')
|
||||
{
|
||||
// hopefully an element ID
|
||||
target = document.getElementById(parent);
|
||||
}
|
||||
else if (typeof parent === 'object' && parent.nodeType === 1)
|
||||
{
|
||||
// quick test for a HTMLelement
|
||||
target = parent;
|
||||
}
|
||||
|
||||
if (overflowHidden)
|
||||
{
|
||||
target.style.overflow = 'hidden';
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
};
|
||||
|
||||
// Phaser.DOMSprite.prototype = Object.create(PIXI.DOMSprite.prototype);
|
||||
// Phaser.DOMSprite.prototype.constructor = Phaser.DOMSprite;
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* Create a new <code>Text</code>.
|
||||
* Create a new `Text` object.
|
||||
* @class Phaser.Text
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
|
|
|
@ -415,8 +415,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._canvases[key].canvas;
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getCanvas: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -433,8 +435,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._bitmapDatas[key];
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getBitmapData: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -469,8 +473,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._images[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getImage: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -487,8 +493,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._tilesets[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getTilesetImage: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -505,8 +513,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._tilesets[key].tileData;
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getTileset: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -523,8 +533,11 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._tilemaps[key];
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getTilemapData: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
return null;
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -625,8 +638,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._textures[key];
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getTexture: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -643,8 +658,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._sounds[key];
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getSound: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -661,8 +678,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._sounds[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getSoundData: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
@ -726,8 +745,10 @@ Phaser.Cache.prototype = {
|
|||
{
|
||||
return this._text[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getText: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@ Phaser.Tilemap = function (game, key) {
|
|||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {array} layers - An array of Tilemap layers.
|
||||
* @property {array} layers - An array of Tilemap layer data.
|
||||
*/
|
||||
this.layers = null;
|
||||
|
||||
|
@ -30,7 +30,6 @@ Phaser.Tilemap = function (game, key) {
|
|||
this.key = key;
|
||||
|
||||
this.layers = game.cache.getTilemapData(key).layers;
|
||||
this.calculateIndexes();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -45,7 +44,6 @@ Phaser.Tilemap = function (game, key) {
|
|||
/**
|
||||
* @property {array} debugMap - Map data used for debug values only.
|
||||
*/
|
||||
|
||||
this.debugMap = [];
|
||||
|
||||
/**
|
||||
|
@ -117,25 +115,40 @@ Phaser.Tilemap.prototype = {
|
|||
data: data,
|
||||
indexes: [],
|
||||
dirty: true
|
||||
|
||||
});
|
||||
|
||||
this.currentLayer = this.layers.length - 1;
|
||||
|
||||
},
|
||||
|
||||
createTilemapLayer: function (x, y, renderWidth, renderHeight, tileset, layer) {
|
||||
|
||||
return this.game.world.add(new Phaser.TilemapLayer(this.game, x, y, renderWidth, renderHeight, tileset, this, layer));
|
||||
|
||||
},
|
||||
|
||||
setCollisionByIndexRange: function (start, stop, layer) {
|
||||
|
||||
if (start > stop)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = start; i <= stop; i++)
|
||||
{
|
||||
this.setCollisionByIndex(i, layer);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets collision values on a tile in the set.
|
||||
*
|
||||
* @method Phaser.Tileset#setCollision
|
||||
* @param {number} index - The index of the tile within the set.
|
||||
* @param {boolean} left - Should the tile collide on the left?
|
||||
* @param {boolean} right - Should the tile collide on the right?
|
||||
* @param {boolean} up - Should the tile collide on the top?
|
||||
* @param {boolean} down - Should the tile collide on the bottom?
|
||||
* @param {number} index - The index of the tile on the layer.
|
||||
* @param {number} layer - The layer to operate on.
|
||||
*/
|
||||
|
||||
// Sets all tiles matching the given index to collide on the given faces
|
||||
// Recalculates the collision map
|
||||
setCollisionByIndex: function (index, layer) {
|
||||
|
||||
if (typeof layer === "undefined") { layer = this.currentLayer; }
|
||||
|
@ -157,6 +170,9 @@ Phaser.Tilemap.prototype = {
|
|||
}
|
||||
}
|
||||
|
||||
// Sets all tiles matching the given index to collide on the given faces
|
||||
// Recalculates the collision map
|
||||
|
||||
// Now re-calculate interesting faces
|
||||
this.calculateFaces(layer);
|
||||
|
||||
|
@ -169,7 +185,7 @@ Phaser.Tilemap.prototype = {
|
|||
var left = null;
|
||||
var right = null;
|
||||
|
||||
console.log(this.layers[layer].width, 'x', this.layers[layer].height);
|
||||
// console.log(this.layers[layer].width, 'x', this.layers[layer].height);
|
||||
|
||||
for (var y = 0; y < this.layers[layer].height ; y++)
|
||||
{
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
* @param {number} renderHeight - Height of the layer.
|
||||
* @param {Phaser.Tileset|string} tileset - The tile set used for rendering.
|
||||
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
|
||||
* @param {number} layer - The layer index within the map.
|
||||
* @param {number|string} [layer=0] - The layer within the tilemap this TilemapLayer represents.
|
||||
*/
|
||||
Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) {
|
||||
|
||||
|
@ -48,7 +48,7 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
|||
/**
|
||||
* @property {Phaser.Frame} textureFrame - Dimensions of the renderable area.
|
||||
*/
|
||||
this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
|
||||
this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemapLayer', game.rnd.uuid());
|
||||
|
||||
Phaser.Sprite.call(this, this.game, x, y, this.texture, this.textureFrame);
|
||||
|
||||
|
@ -248,12 +248,12 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
|||
this.tilemap = null;
|
||||
|
||||
/**
|
||||
* @property {number} layer - Tilemap layer index.
|
||||
* @property {object} layer - The layer object within the Tilemap that this layer represents.
|
||||
*/
|
||||
this.layer = null;
|
||||
|
||||
/**
|
||||
* @property {number} index
|
||||
* @property {number} index - The index of this layer within the Tilemap.
|
||||
*/
|
||||
this.index = 0;
|
||||
|
||||
|
@ -349,13 +349,13 @@ Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
|
|||
*/
|
||||
Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
|
||||
|
||||
if (typeof layer === 'undefined')
|
||||
{
|
||||
layer = 0;
|
||||
}
|
||||
|
||||
if (tilemap instanceof Phaser.Tilemap)
|
||||
{
|
||||
if (typeof layer === 'undefined')
|
||||
{
|
||||
layer = 0;
|
||||
}
|
||||
|
||||
this.tilemap = tilemap;
|
||||
this.layer = this.tilemap.layers[layer];
|
||||
this.tileWidth = this.layer.tileWidth;
|
||||
|
@ -690,7 +690,8 @@ Phaser.TilemapLayer.prototype.render = function () {
|
|||
this.dirty = true;
|
||||
}
|
||||
|
||||
if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
|
||||
// if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
|
||||
if (!this.dirty || !this.tilemap || !this.visible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -710,10 +711,8 @@ Phaser.TilemapLayer.prototype.render = function () {
|
|||
this._ty = this._dy;
|
||||
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
// this.context.fillStyle = '#000000';
|
||||
// this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
this.context.strokeStyle = '#00ff00';
|
||||
this.context.fillStyle = 'rgba(0,255,0,0.3)';
|
||||
this.context.strokeStyle = 'rgba(0,255,0,0.9)';
|
||||
|
||||
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
|
||||
{
|
||||
|
@ -725,25 +724,27 @@ Phaser.TilemapLayer.prototype.render = function () {
|
|||
|
||||
// var tile = this.tileset.tiles[this._column[x] - 1];
|
||||
|
||||
if (tile)
|
||||
{
|
||||
// this.context.drawImage(
|
||||
// this.tileset.image,
|
||||
// tile.x,
|
||||
// tile.y,
|
||||
// this.tileWidth,
|
||||
// this.tileHeight,
|
||||
// Math.floor(this._tx),
|
||||
// Math.floor(this._ty),
|
||||
// this.tileWidth,
|
||||
// this.tileHeight
|
||||
// );
|
||||
}
|
||||
// if (tile && this.tileset)
|
||||
// {
|
||||
// this.context.drawImage(
|
||||
// this.tileset.image,
|
||||
// tile.x,
|
||||
// tile.y,
|
||||
// this.tileWidth,
|
||||
// this.tileHeight,
|
||||
// Math.floor(this._tx),
|
||||
// Math.floor(this._ty),
|
||||
// this.tileWidth,
|
||||
// this.tileHeight
|
||||
// );
|
||||
// }
|
||||
|
||||
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
|
||||
{
|
||||
this._tx = Math.floor(this._tx);
|
||||
|
||||
this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
|
||||
|
||||
this.context.beginPath();
|
||||
|
||||
if (tile.faceTop)
|
||||
|
@ -770,9 +771,9 @@ Phaser.TilemapLayer.prototype.render = function () {
|
|||
this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
|
||||
}
|
||||
|
||||
// this.context.closePath();
|
||||
this.context.stroke();
|
||||
|
||||
// this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
|
||||
// this.context.strokeRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,39 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, 'atari1');
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,57 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('ship', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
var player;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
player = game.add.sprite(400, 300, 'ship');
|
||||
player.alpha = 0.2;
|
||||
player.body.collideWorldBounds = true;
|
||||
player.body.bounce.setTo(1, 1);
|
||||
|
||||
// The body offset is from the ANCHOR point of the Sprite, not the top-left (or center, etc)
|
||||
player.body.setSize(60, 60, 0, 0);
|
||||
player.anchor.setTo(0.5, 0.5);
|
||||
player.body.velocity.x = 100;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
// console.log(Math.floor(player.center.x), Math.floor(player.center.y));
|
||||
player.angle++;
|
||||
player.scale.x += 0.005;
|
||||
player.scale.y += 0.005;
|
||||
}
|
||||
|
||||
function render() {
|
||||
// game.debug.renderSpriteCorners(player,true,true);
|
||||
game.debug.renderRectangle(player.body);
|
||||
game.debug.renderPixel(400, 300, 'rgb(255,0,0)');
|
||||
game.debug.renderPoint(player.center, 'rgb(255,254,0)');
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,39 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.bitmapFont('desyrel', 'assets/fonts/desyrel.png', 'assets/fonts/desyrel.xml');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.bitmapText(200, 100, 'Phaser\nis rocking!', { font: '64px Desyrel', align: 'center' });
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,62 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
game.load.image('bunny', 'assets/sprites/bunny.png');
|
||||
}
|
||||
|
||||
var bunny;
|
||||
var bot;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world._stage.backgroundColorString = '#182d3b';
|
||||
|
||||
bunny = game.add.sprite(500, game.world.centerY, 'bunny');
|
||||
bunny.anchor.setTo(0.5, 0.5);
|
||||
|
||||
bot = game.add.sprite(150, game.world.centerY, 'bot');
|
||||
bot.anchor.setTo(0.5, 0.5);
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
game.add.tween(bot.scale).to({ x: 3, y: 3 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
bunny.angle += 1;
|
||||
bot.angle += 1;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(bunny, true, true);
|
||||
game.debug.renderSpriteCorners(bot, true, true);
|
||||
game.debug.renderSpriteInfo(bunny, 20, 32);
|
||||
game.debug.renderSpriteInfo(bot, 20, 132);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,63 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
game.load.image('bunny', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
var bunny;
|
||||
var bot;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world._stage.backgroundColorString = '#182d3b';
|
||||
|
||||
bunny = game.add.sprite(500, game.world.centerY, 'bunny');
|
||||
|
||||
bunny.body.offset.setTo();
|
||||
|
||||
bot = game.add.sprite(150, game.world.centerY, 'bot');
|
||||
bot.anchor.setTo(0.5, 0.5);
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
game.add.tween(bot.scale).to({ x: 3, y: 3 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
bunny.angle += 1;
|
||||
bot.angle += 1;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(bunny, true, true);
|
||||
game.debug.renderSpriteCorners(bot, true, true);
|
||||
|
||||
game.debug.renderRectangle(bunny.body.hitArea);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,69 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
game.load.image('bunny', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
var bunny;
|
||||
var wall;
|
||||
var bot;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world._stage.backgroundColorString = '#182d3b';
|
||||
// game.physics.gravity.y = 10;
|
||||
|
||||
bunny = game.add.sprite(200, 100, 'bunny');
|
||||
bunny.body.bounce.y = 0.5;
|
||||
// bunny.body.gravity.y = -10;
|
||||
// bunny.body.setSize(20, 100);
|
||||
// bunny.body.offset.setTo(25, -20);
|
||||
// bunny.anchor.setTo(0.5, 0.5);
|
||||
|
||||
wall = game.add.sprite(200, 450, 'bunny');
|
||||
wall.body.immovable = true;
|
||||
wall.body.allowGravity = false;
|
||||
|
||||
// bunny.body.angularVelocity = 1;
|
||||
bunny.body.velocity.x = 30;
|
||||
// bunny.body.velocity.y = 120;
|
||||
// bunny.body.velocity.y = 50;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// bunny.rotation += 0.01;
|
||||
game.physics.separate(bunny.body, wall.body);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(bunny, true, true);
|
||||
game.debug.renderRectangle(bunny.body);
|
||||
game.debug.renderRectangle(wall.body);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,54 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('atari2', 'assets/sprites/atari800xl.png');
|
||||
game.load.image('atari4', 'assets/sprites/atari800.png');
|
||||
game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.load.image('duck', 'assets/sprites/darkwing_crazy.png');
|
||||
game.load.image('firstaid', 'assets/sprites/firstaid.png');
|
||||
game.load.image('diamond', 'assets/sprites/diamond.png');
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// This returns an array of all the image keys in the cache
|
||||
var images = game.cache.getImageKeys();
|
||||
|
||||
// Now let's create some random sprites and enable them all for drag and 'bring to top'
|
||||
for (var i = 0; i < 20; i++)
|
||||
{
|
||||
var img = game.rnd.pick(images);
|
||||
var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, img);
|
||||
tempSprite.inputEnabled = true;
|
||||
tempSprite.input.enableDrag(false, true);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
game.debug.renderInputInfo(32, 32);
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,55 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('atari2', 'assets/sprites/atari800xl.png');
|
||||
game.load.image('atari4', 'assets/sprites/atari800.png');
|
||||
game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.load.image('duck', 'assets/sprites/darkwing_crazy.png');
|
||||
game.load.image('firstaid', 'assets/sprites/firstaid.png');
|
||||
game.load.image('diamond', 'assets/sprites/diamond.png');
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// This returns an array of all the image keys in the cache
|
||||
var images = game.cache.getImageKeys();
|
||||
|
||||
var test = 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 < 20; i++)
|
||||
{
|
||||
var tempSprite = test.create(game.world.randomX, game.world.randomY, game.rnd.pick(images));
|
||||
tempSprite.inputEnabled = true;
|
||||
tempSprite.input.enableDrag(false, true);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
game.debug.renderInputInfo(32, 32);
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,341 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.load.image('carrot', 'assets/sprites/carrot.png');
|
||||
}
|
||||
|
||||
var s;
|
||||
var a;
|
||||
var b;
|
||||
var c;
|
||||
var d;
|
||||
var e;
|
||||
var f;
|
||||
var g;
|
||||
var h;
|
||||
var i;
|
||||
|
||||
var tests;
|
||||
|
||||
function create() {
|
||||
|
||||
s = game.add.sprite(600, 100, 'sonic');
|
||||
s.name = 'X';
|
||||
|
||||
a = game.add.child(s, -70, 200, 'sonic');
|
||||
b = game.add.child(s, -140, 200, 'sonic');
|
||||
c = game.add.child(s, -210, 200, 'sonic');
|
||||
d = game.add.child(s, -280, 200, 'sonic');
|
||||
e = game.add.child(s, -350, 200, 'sonic');
|
||||
f = game.add.child(s, -420, 200, 'sonic');
|
||||
g = game.add.child(f, -50, 0, 'carrot');
|
||||
h = game.add.child(f, -80, 0, 'carrot');
|
||||
i = game.add.child(f, -110, 0, 'carrot');
|
||||
|
||||
a.name = 'A';
|
||||
b.name = 'B';
|
||||
c.name = 'C';
|
||||
d.name = 'D';
|
||||
e.name = 'E';
|
||||
f.name = 'F';
|
||||
g.name = 'g';
|
||||
h.name = 'h';
|
||||
i.name = 'i';
|
||||
|
||||
tests = [a,b,c,d,e,f,g,h,i];
|
||||
|
||||
game.input.onUp.add(runChange, this);
|
||||
|
||||
scanList(game.world._stage);
|
||||
|
||||
}
|
||||
|
||||
function runChange () {
|
||||
changeOrder(a, h);
|
||||
}
|
||||
|
||||
function changeOrder (node1, node2) {
|
||||
|
||||
if (node1 === node2 || !node1.parent || !node2.parent)
|
||||
{
|
||||
console.warn("You cannot swap a node with itself or swap un-parented nodes");
|
||||
return;
|
||||
}
|
||||
|
||||
console.log('Changing order of', node1.name,'and',node2.name);
|
||||
|
||||
// var index1 = s.children.indexOf(node1);
|
||||
// var index2 = s.children.indexOf(node2);
|
||||
|
||||
// if (index1 !== -1 && index2 !== -1)
|
||||
// {
|
||||
// Cache the node values
|
||||
var node1Prev = node1._iPrev;
|
||||
var node1Next = node1._iNext;
|
||||
var node2Prev = node2._iPrev;
|
||||
var node2Next = node2._iNext;
|
||||
|
||||
// Now deep scan search and replace
|
||||
var currentNode = game.world._stage;
|
||||
|
||||
var endNode = currentNode.last._iNext;
|
||||
currentNode = currentNode.first;
|
||||
|
||||
do
|
||||
{
|
||||
if (currentNode !== node1 && currentNode !== node2)
|
||||
{
|
||||
if (currentNode.first === node1)
|
||||
{
|
||||
currentNode.first = node2;
|
||||
}
|
||||
else if (currentNode.first === node2)
|
||||
{
|
||||
currentNode.first = node1;
|
||||
}
|
||||
|
||||
if (currentNode.last === node1)
|
||||
{
|
||||
currentNode.last = node2;
|
||||
}
|
||||
else if (currentNode.last === node2)
|
||||
{
|
||||
currentNode.last = node1;
|
||||
}
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
}
|
||||
while (currentNode != endNode)
|
||||
|
||||
// Check for neighbours (cater for any order parameters)
|
||||
if (node1._iNext == node2)
|
||||
{
|
||||
console.log('A-B neighbour swap');
|
||||
|
||||
// Starting
|
||||
// Node 1 (A) Node 2 (B) X C
|
||||
// Next: B Next: C Next: A Next: D
|
||||
// Prev: X Prev: A Prev: - Prev: B
|
||||
|
||||
// Ending
|
||||
// Node 1 (A) Node 2 (B) X C
|
||||
// Next: C Next: A Next: B Next: D
|
||||
// Prev: B Prev: X Prev: - Prev: A
|
||||
|
||||
node1._iNext = node2Next;
|
||||
node1._iPrev = node2;
|
||||
node2._iNext = node1;
|
||||
node2._iPrev = node1Prev;
|
||||
|
||||
// Notify the head and tail
|
||||
if (node1Prev)
|
||||
{
|
||||
node1Prev._iNext = node2;
|
||||
}
|
||||
|
||||
if (node2Next)
|
||||
{
|
||||
node2Next._iPrev = node1;
|
||||
}
|
||||
}
|
||||
else if (node2._iNext == node1)
|
||||
{
|
||||
console.log('B-A neighbour swap');
|
||||
|
||||
// Starting
|
||||
// Node 1 (B) Node 2 (A) X C
|
||||
// Next: C Next: B Next: A Next: D
|
||||
// Prev: A Prev: X Prev: - Prev: B
|
||||
|
||||
// Ending
|
||||
// Node 1 (B) Node 2 (A) X C
|
||||
// Next: A Next: C Next: B Next: D
|
||||
// Prev: X Prev: B Prev: - Prev: A
|
||||
|
||||
node1._iNext = node2;
|
||||
node1._iPrev = node2Prev;
|
||||
node2._iNext = node1Next;
|
||||
node2._iPrev = node1;
|
||||
|
||||
// Notify the head and tail
|
||||
if (node2Prev)
|
||||
{
|
||||
node2Prev._iNext = node1;
|
||||
}
|
||||
|
||||
if (node1Next)
|
||||
{
|
||||
node2Next._iPrev = node2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Nodes are far apart
|
||||
console.log('Nodes are far apart');
|
||||
|
||||
// Pre-swap:
|
||||
// X next: a prev: - first: X last: d
|
||||
// a next: b prev: X first: a last: a
|
||||
// b next: c prev: a first: b last: b
|
||||
// c next: d prev: b first: c last: c
|
||||
// d next: e prev: c first: d last: d
|
||||
// e next: f prev: d first: e last: e
|
||||
// f next: - prev: e first: f last: f
|
||||
|
||||
// Post-swap:
|
||||
// X next: d prev: - first: X last: d ***
|
||||
// d next: b prev: X first: d last: d ***
|
||||
// b next: c prev: d first: b last: b ***
|
||||
// c next: a prev: b first: c last: c ***
|
||||
// a next: e prev: c first: a last: a ***
|
||||
// e next: f prev: a first: e last: e ***
|
||||
// f next: - prev: e first: f last: f
|
||||
|
||||
// Starting
|
||||
// Node 1 (A) Node 2 (D) N1 Prev (X) N1 Next (B) N2 Prev (C) N2 Next (E)
|
||||
// Next: B Next: E Next: A Next: C Next: D Next: F
|
||||
// Prev: X Prev: C Prev: - Prev: A Prev: B Prev: D
|
||||
|
||||
// Ending
|
||||
// Node 1 (A) Node 2 (D) N1 Prev (X) N1 Next (B) N2 Prev (C) N2 Next (E)
|
||||
// Next: E Next: B Next: D Next: C Next: A Next: F
|
||||
// Prev: C Prev: X Prev: - Prev: D Prev: B Prev: A
|
||||
|
||||
// Simple node 1-2 swap
|
||||
node1._iNext = node2Next;
|
||||
node1._iPrev = node2Prev;
|
||||
node2._iNext = node1Next;
|
||||
node2._iPrev = node1Prev;
|
||||
|
||||
// Now the head and tail for node 1.
|
||||
if (node1Prev)
|
||||
{
|
||||
node1Prev._iNext = node2;
|
||||
}
|
||||
|
||||
if (node1Next)
|
||||
{
|
||||
node1Next._iPrev = node2;
|
||||
}
|
||||
|
||||
// Now the head and tail for node 2.
|
||||
if (node2Prev)
|
||||
{
|
||||
node2Prev._iNext = node1;
|
||||
}
|
||||
|
||||
if (node2Next)
|
||||
{
|
||||
node2Next._iPrev = node1;
|
||||
}
|
||||
}
|
||||
// }
|
||||
|
||||
scanList(game.world._stage);
|
||||
|
||||
}
|
||||
|
||||
function scanList (sprite) {
|
||||
|
||||
console.log('Node | Next | Prev | First | Last');
|
||||
console.log('------|--------|--------|---------|---------');
|
||||
|
||||
var displayObject = sprite;
|
||||
|
||||
var testObject = displayObject.last._iNext;
|
||||
displayObject = displayObject.first;
|
||||
|
||||
do
|
||||
{
|
||||
var name = displayObject.name || '~';
|
||||
var nameNext = '-';
|
||||
var namePrev = '-';
|
||||
var nameFirst = '-';
|
||||
var nameLast = '-';
|
||||
|
||||
if (displayObject._iNext)
|
||||
{
|
||||
nameNext = displayObject._iNext.name;
|
||||
}
|
||||
|
||||
if (displayObject._iPrev)
|
||||
{
|
||||
namePrev = displayObject._iPrev.name;
|
||||
}
|
||||
|
||||
if (displayObject.first)
|
||||
{
|
||||
nameFirst = displayObject.first.name;
|
||||
}
|
||||
|
||||
if (displayObject.last)
|
||||
{
|
||||
nameLast = displayObject.last.name;
|
||||
}
|
||||
|
||||
if (typeof nameNext === 'undefined')
|
||||
{
|
||||
nameNext = '-';
|
||||
}
|
||||
|
||||
if (typeof namePrev === 'undefined')
|
||||
{
|
||||
namePrev = '-';
|
||||
}
|
||||
|
||||
if (typeof nameFirst === 'undefined')
|
||||
{
|
||||
nameFirst = '-';
|
||||
}
|
||||
|
||||
if (typeof nameLast === 'undefined')
|
||||
{
|
||||
nameLast = '-';
|
||||
}
|
||||
|
||||
console.log(name + ' | ' + nameNext + ' | ' + namePrev + ' | ' + nameFirst + ' | ' + nameLast);
|
||||
|
||||
displayObject = displayObject._iNext;
|
||||
|
||||
}
|
||||
while(displayObject != testObject)
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
for (var i = 0; i < tests.length; i++)
|
||||
{
|
||||
game.debug.renderText(tests[i].name, s.x + tests[i].x, s.y + tests[i].y - 20);
|
||||
}
|
||||
|
||||
// game.debug.renderSpriteCorners(s, false, false);
|
||||
game.debug.renderSpriteInfo(a, 20, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,41 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('card', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.sprite(game.world.randomX, game.world.randomY, 'card');
|
||||
}
|
||||
|
||||
function runChange () {
|
||||
// changeOrder(a, h);
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,94 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create });
|
||||
|
||||
function preload() {
|
||||
game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.load.image('card', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
var group;
|
||||
var s;
|
||||
var a;
|
||||
var b;
|
||||
var c;
|
||||
var d;
|
||||
var e;
|
||||
var f;
|
||||
var g;
|
||||
var h;
|
||||
var i;
|
||||
|
||||
var group2;
|
||||
var a2;
|
||||
var b2;
|
||||
var c2;
|
||||
|
||||
function create() {
|
||||
|
||||
group = game.add.group(null, 'group1');
|
||||
|
||||
a = group.create(70, 200, 'sonic');
|
||||
b = group.create(140, 200, 'sonic');
|
||||
c = group.create(210, 200, 'sonic');
|
||||
d = group.create(280, 200, 'sonic');
|
||||
e = group.create(350, 200, 'sonic');
|
||||
f = group.create(420, 200, 'sonic');
|
||||
g = group.create(50, 300, 'sonic');
|
||||
h = group.create(80, 300, 'sonic');
|
||||
i = group.create(110, 300, 'sonic');
|
||||
|
||||
a.name = 'A';
|
||||
b.name = 'B';
|
||||
c.name = 'C';
|
||||
d.name = 'D';
|
||||
e.name = 'E';
|
||||
f.name = 'F';
|
||||
g.name = 'g';
|
||||
h.name = 'h';
|
||||
i.name = 'i';
|
||||
|
||||
/*
|
||||
group2 = game.add.group(group, 'group2');
|
||||
|
||||
a2 = group2.create(500, 200, 'card');
|
||||
b2 = group2.create(550, 200, 'card');
|
||||
c2 = group2.create(600, 200, 'card');
|
||||
a2.name = 'A2';
|
||||
b2.name = 'B2';
|
||||
c2.name = 'C2';
|
||||
*/
|
||||
|
||||
// console.log(group2._container.parent);
|
||||
|
||||
group.dump(true);
|
||||
|
||||
game.input.onUp.add(runChange, this);
|
||||
|
||||
}
|
||||
|
||||
function runChange () {
|
||||
|
||||
group.swap(a, i);
|
||||
group.dump(true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,67 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('beast', 'assets/pics/shadow_of_the_beast2_karamoon.png');
|
||||
game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
|
||||
|
||||
}
|
||||
|
||||
var image;
|
||||
var button;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 0xefefef;
|
||||
|
||||
// This is just an image that we'll toggle the display of when you click the button
|
||||
image = game.add.sprite(game.world.centerX, 0, 'beast');
|
||||
image.anchor.setTo(0.5, 0);
|
||||
|
||||
// This button is created from a sprite sheet.
|
||||
// Frame 0 = the 'down' state
|
||||
// Frame 1 = the 'out' state
|
||||
// Frame 2 = the 'over' state
|
||||
// The function "clickedIt" will be called when the button is clicked or touched
|
||||
button = game.add.button(game.world.centerX, 400, 'button', clickedIt, this, 2, 1, 0);
|
||||
|
||||
// Just makes the button anchor set to the middle, we only do this to center the button on-screen, no other reason
|
||||
button.anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function clickedIt() {
|
||||
|
||||
if (image.visible == true)
|
||||
{
|
||||
image.visible = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
image.visible = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,72 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// Make our game world 2000x2000 pixels in size (the default is to match the game size)
|
||||
game.world.setSize(2000, 2000);
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
|
||||
s.scrollFactor.setTo(0.5, 0.5);
|
||||
}
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
|
||||
}
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
|
||||
s.scrollFactor.setTo(2, 2);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,175 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('mushroom', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
var s;
|
||||
var c;
|
||||
var r;
|
||||
var p;
|
||||
|
||||
var tl;
|
||||
var tr;
|
||||
var bl;
|
||||
var br;
|
||||
|
||||
var half = { width: 0, height: 0 };
|
||||
var angle = 0;
|
||||
var distance = 0;
|
||||
|
||||
/**
|
||||
* Returns an array containing 4 Point objects corresponding to the 4 corners of the sprite bounds.
|
||||
* @method getAsPoints
|
||||
* @param {Sprite} sprite The Sprite that will have its cameraView property modified
|
||||
* @return {Array} An array of Point objects.
|
||||
*/
|
||||
function getAsPoints(sprite) {
|
||||
var out = [];
|
||||
// top left
|
||||
out.push(new Phaser.Point(sprite.x, sprite.y));
|
||||
// top right
|
||||
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y));
|
||||
// bottom right
|
||||
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height));
|
||||
// bottom left
|
||||
out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height));
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
var midpoint;
|
||||
|
||||
function create() {
|
||||
|
||||
// Make our game world 2000x2000 pixels in size (the default is to match the game size)
|
||||
game.world.setSize(2000, 2000);
|
||||
|
||||
s = game.add.sprite(400, 300, 'mushroom');
|
||||
|
||||
midpoint = new Phaser.Point(s.x + s.width / 2, s.y + s.height / 2);
|
||||
|
||||
var points = getAsPoints(s);
|
||||
tl = points[0];
|
||||
tr = points[1];
|
||||
br = points[2];
|
||||
bl = points[3];
|
||||
|
||||
s.anchor.setTo(2, 0.5);
|
||||
|
||||
// PIXI worldTransform order:
|
||||
|
||||
// |a c tx|
|
||||
// |b d ty|
|
||||
// |0 0 1|
|
||||
|
||||
// 0 = scaleX (a)
|
||||
// 1 = skewY (c)
|
||||
// 2 = translateX
|
||||
// 3 = skewX (b)
|
||||
// 4 = scaleY (d)
|
||||
// 5 = translateY
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
s.angle += 0.5;
|
||||
|
||||
if (s.scale.x > -2)
|
||||
{
|
||||
s.scale.x -= 0.01;
|
||||
s.scale.y -= 0.01;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteInfo(s, 32, 32);
|
||||
|
||||
// var p1 = getLocalPosition(midpoint.x, midpoint.y, s);
|
||||
|
||||
var offsetX = s.anchor.x * s.width;
|
||||
var offsetY = s.anchor.y * s.height;
|
||||
|
||||
var sx = s.x - offsetX;
|
||||
var sy = s.y - offsetY;
|
||||
|
||||
// top left
|
||||
var p1 = getLocalPosition(sx, sy, s);
|
||||
|
||||
// top right
|
||||
var p2 = getLocalPosition(sx + s.width, sy, s);
|
||||
|
||||
// bottom left
|
||||
var p3 = getLocalPosition(sx, sy + s.height, s);
|
||||
|
||||
// bottom right
|
||||
var p4 = getLocalPosition(sx + s.width, sy + s.height, s);
|
||||
|
||||
p1.add(s.x, s.y);
|
||||
p2.add(s.x, s.y);
|
||||
p3.add(s.x, s.y);
|
||||
p4.add(s.x, s.y);
|
||||
|
||||
// game.debug.renderPoint(tl, 'rgb(255,0,0)');
|
||||
// game.debug.renderPoint(tr, 'rgb(0,255,0)');
|
||||
// game.debug.renderPoint(bl, 'rgb(0,0,255)');
|
||||
// game.debug.renderPoint(br, 'rgb(255,0,255)');
|
||||
|
||||
game.debug.renderPoint(p1, 'rgb(255,0,0)');
|
||||
game.debug.renderPoint(p2, 'rgb(0,255,0)');
|
||||
game.debug.renderPoint(p3, 'rgb(0,0,255)');
|
||||
game.debug.renderPoint(p4, 'rgb(255,0,255)');
|
||||
|
||||
game.debug.renderText('tx: ' + tr.x, 32, 250);
|
||||
game.debug.renderText('ty: ' + tr.y, 32, 265);
|
||||
game.debug.renderText('px: ' + p2.x, 32, 280);
|
||||
game.debug.renderText('py: ' + p2.y, 32, 295);
|
||||
game.debug.renderText('ox: ' + offsetX, 32, 350);
|
||||
game.debug.renderText('oy: ' + offsetY, 32, 370);
|
||||
|
||||
}
|
||||
|
||||
function getLocalPosition (x, y, displayObject) {
|
||||
|
||||
var a00 = displayObject.worldTransform[0]; // scaleX
|
||||
var a01 = displayObject.worldTransform[1]; // skewY
|
||||
var a02 = displayObject.worldTransform[2]; // translateX
|
||||
var a10 = displayObject.worldTransform[3]; // skewX
|
||||
var a11 = displayObject.worldTransform[4]; // scaleY
|
||||
var a12 = displayObject.worldTransform[5]; // translateY
|
||||
|
||||
a01 *= -1;
|
||||
a10 *= -1;
|
||||
|
||||
var id = 1 / (a00 * a11 + a01 * -a10);
|
||||
|
||||
var dx = a11 * id * x + -a01 * id * y + (a12 * a01 - a02 * a11) * id;
|
||||
var dy = a00 * id * y + -a10 * id * x + (-a12 * a00 + a02 * a10) * id;
|
||||
|
||||
return new Phaser.Point(dx * displayObject.scale.x, dy * displayObject.scale.y);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,74 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
var s;
|
||||
var s2;
|
||||
|
||||
function preload() {
|
||||
game.load.image('card', 'assets/sprites/mana_card.png');
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
s = game.add.sprite(game.world.centerX, game.world.centerY, 'card');
|
||||
s2 = game.add.sprite(100, 100, 'mushroom');
|
||||
|
||||
s.addChild(s2);
|
||||
|
||||
s.scale.x = 2;
|
||||
s.scale.y = 2;
|
||||
s2.scale.x = 0.5;
|
||||
s2.scale.y = 0.5;
|
||||
|
||||
s.anchor.setTo(0.5, 0.5);
|
||||
s2.anchor.setTo(0, 0);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
s.angle += 0.5;
|
||||
s2.angle += 1;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderWorldTransformInfo(s, 32, 32);
|
||||
game.debug.renderLocalTransformInfo(s, 300, 32);
|
||||
|
||||
game.debug.renderWorldTransformInfo(s2, 32, 450);
|
||||
game.debug.renderLocalTransformInfo(s2, 300, 450);
|
||||
|
||||
game.debug.renderPoint(s.topLeft, 'rgb(255,0,0)');
|
||||
game.debug.renderPoint(s.topRight, 'rgb(0,255,0)');
|
||||
game.debug.renderPoint(s.bottomLeft, 'rgb(0,0,255)');
|
||||
game.debug.renderPoint(s.bottomRight, 'rgb(255,0,255)');
|
||||
|
||||
game.debug.renderPoint(s2.topLeft, 'rgb(255,0,0)');
|
||||
game.debug.renderPoint(s2.topRight, 'rgb(0,255,0)');
|
||||
game.debug.renderPoint(s2.bottomLeft, 'rgb(0,0,255)');
|
||||
game.debug.renderPoint(s2.bottomRight, 'rgb(255,0,255)');
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,56 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
var mummy;
|
||||
|
||||
function preload() {
|
||||
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
mummy = game.add.sprite(0, 300, 'mummy');
|
||||
|
||||
mummy.scale.setTo(2, 2);
|
||||
mummy.animations.add('walk');
|
||||
mummy.animations.play('walk', 50, true);
|
||||
|
||||
game.add.tween(mummy).to({ x: game.width - 100 }, 20000, Phaser.Easing.Linear.None, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
mummy.angle += 1;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderRectangle(mummy.bounds, 'rgba(255,255,0,0.1)');
|
||||
game.debug.renderPoint(mummy.topLeft, 'rgb(255,0,0)');
|
||||
game.debug.renderPoint(mummy.topRight, 'rgb(0,255,0)');
|
||||
game.debug.renderPoint(mummy.bottomLeft, 'rgb(0,0,255)');
|
||||
game.debug.renderPoint(mummy.bottomRight, 'rgb(255,0,255)');
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,70 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
var core;
|
||||
var core2;
|
||||
|
||||
function preload() {
|
||||
game.load.image('bling', 'assets/sprites/diamond.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
core = game.add.sprite(game.world.centerX, game.world.centerY, 'bling');
|
||||
core.anchor.setTo(0.5, 0.5);
|
||||
|
||||
core2 = game.add.sprite(game.world.centerX, game.world.centerY, 'bling');
|
||||
core2.anchor.setTo(0.5, 0.5);
|
||||
|
||||
for (var i = 1; i < 50; i++)
|
||||
{
|
||||
var d = game.add.sprite(Math.cos(i) * 300, Math.sin(i) * 100, 'bling')
|
||||
d.anchor.setTo(0.5, 0.5);
|
||||
d.angle = Math.random() * 300;
|
||||
core.addChild(d);
|
||||
|
||||
var d = game.add.sprite(Math.cos(i) * 360, Math.sin(i) * 100, 'bling')
|
||||
d.anchor.setTo(0.5, 0.5);
|
||||
d.angle = Math.random() * 300;
|
||||
core2.addChild(d);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
core.angle += 1;
|
||||
core2.angle -= 1;
|
||||
|
||||
for (var d in core.children) {
|
||||
core.children[d].angle += 4;
|
||||
}
|
||||
|
||||
for (var d in core2.children) {
|
||||
core2.children[d].angle -= 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,68 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('disk', 'assets/sprites/ra_dont_crack_under_pressure.png');
|
||||
}
|
||||
|
||||
var s;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world._stage.backgroundColorString = '#182d3b';
|
||||
|
||||
s = game.add.sprite(game.world.centerX, game.world.centerY, 'disk');
|
||||
s.anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
s.rotation += 0.01;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
s.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
s.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
s.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
s.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(s, true, true);
|
||||
game.debug.renderSpriteInfo(s, 20, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,79 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
// Lots of assets
|
||||
game.load.image('stars', 'assets/misc/starfield.jpg');
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
|
||||
}
|
||||
|
||||
var s;
|
||||
var p;
|
||||
|
||||
function create() {
|
||||
|
||||
// Make our world big ...
|
||||
game.world.setSize(4000, 2000);
|
||||
|
||||
// Scrolling background
|
||||
s = game.add.tileSprite(0, 0, 800, 600, 'stars');
|
||||
s.scrollFactor.setTo(0, 0);
|
||||
|
||||
// Now let's create loads of stuff moving around it
|
||||
for (var i = 0; i < 250; i++)
|
||||
{
|
||||
var temp = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
|
||||
temp.autoCull = true;
|
||||
}
|
||||
|
||||
p = game.add.sprite(200, 200, 'atari1');
|
||||
p.body.velocity.setTo(200 + Math.random() * 100, 200 + Math.random() * 100);
|
||||
p.body.bounce.setTo(1, 1);
|
||||
p.body.collideWorldBounds = true;
|
||||
|
||||
game.camera.follow(p);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (!game.camera.atLimit.x)
|
||||
{
|
||||
s.tilePosition.x -= p.body.deltaX();
|
||||
}
|
||||
|
||||
if (!game.camera.atLimit.y)
|
||||
{
|
||||
s.tilePosition.y -= p.body.deltaY();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderCameraInfo(game.camera, 32, 32);
|
||||
game.debug.renderText('Sprites rendered: ' + game.world.currentRenderOrderID, 32, 100);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,45 +0,0 @@
|
|||
<!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/math/Math.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
var c = new Phaser.Circle(100, 100, 32);
|
||||
|
||||
console.log(c.toString());
|
||||
|
||||
var p = { x: 0, y: 0 };
|
||||
|
||||
Phaser.Circle.circumferencePoint(c, 45, true, p);
|
||||
|
||||
console.log('Circumference Point', p);
|
||||
|
||||
c.radius = 200;
|
||||
|
||||
console.log(c.toString());
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,117 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
|
||||
game.load.image('bullet', 'assets/misc/bullet0.png');
|
||||
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
|
||||
|
||||
}
|
||||
|
||||
var sprite;
|
||||
var bullets;
|
||||
var veggies;
|
||||
var bulletTime = 0;
|
||||
|
||||
var bullet;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#2d2d2d';
|
||||
|
||||
// This will check Group vs. Group collision (bullets vs. veggies!)
|
||||
|
||||
veggies = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var c = veggies.create(game.world.randomX, Math.random() * 500, 'veggies', game.rnd.integerInRange(0, 36));
|
||||
c.name = 'veg' + i;
|
||||
c.body.immovable = true;
|
||||
}
|
||||
|
||||
bullets = game.add.group();
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
var b = bullets.create(0, 0, 'bullet');
|
||||
b.name = 'bullet' + i;
|
||||
b.exists = false;
|
||||
b.visible = false;
|
||||
b.events.onOutOfBounds.add(resetBullet, this);
|
||||
}
|
||||
|
||||
sprite = game.add.sprite(400, 550, 'phaser');
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
sprite.velocity.x = 0;
|
||||
sprite.velocity.y = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
sprite.velocity.x = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
sprite.velocity.x = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
|
||||
{
|
||||
fireBullet();
|
||||
}
|
||||
|
||||
game.physics.collide(bullets, veggies, collisionHandler, null, this);
|
||||
|
||||
}
|
||||
|
||||
function fireBullet () {
|
||||
|
||||
if (game.time.now > bulletTime)
|
||||
{
|
||||
bullet = bullets.getFirstExists(false);
|
||||
|
||||
if (bullet)
|
||||
{
|
||||
bullet.reset(sprite.x + 6, sprite.y - 8);
|
||||
bullet.velocity.y = -300;
|
||||
bulletTime = game.time.now + 250;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Called if the bullet goes out of the screen
|
||||
function resetBullet (bullet) {
|
||||
bullet.kill();
|
||||
}
|
||||
|
||||
function collisionHandler (bullet, veg) {
|
||||
|
||||
bullet.kill();
|
||||
veg.kill();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,100 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
|
||||
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
|
||||
|
||||
}
|
||||
|
||||
var sprite;
|
||||
var group;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#2d2d2d';
|
||||
|
||||
// This will check Sprite vs. Group collision
|
||||
|
||||
sprite = game.add.sprite(32, 200, 'phaser');
|
||||
sprite.name = 'phaser-dude';
|
||||
|
||||
group = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var c = group.create(100 + Math.random() * 700, game.world.randomY, 'veggies', game.rnd.integerInRange(0, 36));
|
||||
c.name = 'veg' + i;
|
||||
c.body.immovable = true;
|
||||
}
|
||||
|
||||
for (var i = 0; i < 20; i++)
|
||||
{
|
||||
// Here we'll create some chillis which the player can pick-up. They are still part of the same Group.
|
||||
var c = group.create(100 + Math.random() * 700, game.world.randomY, 'veggies', 17);
|
||||
c.name = 'chilli' + i;
|
||||
c.body.immovable = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
sprite.velocity.x = 0;
|
||||
sprite.velocity.y = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
sprite.velocity.x = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
sprite.velocity.x = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
sprite.velocity.y = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
sprite.velocity.y = 200;
|
||||
}
|
||||
|
||||
game.physics.collide(sprite, group, collisionHandler, null, this);
|
||||
|
||||
}
|
||||
|
||||
function collisionHandler (obj1, obj2) {
|
||||
|
||||
// If the player collides with the chillis then they get eaten :)
|
||||
// The chilli frame ID is 17
|
||||
|
||||
console.log('Hit', obj2.name);
|
||||
|
||||
if (obj2.frame == 17)
|
||||
{
|
||||
obj2.kill();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,65 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
|
||||
}
|
||||
|
||||
var sprite1;
|
||||
var sprite2;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#2d2d2d';
|
||||
|
||||
// This will check Sprite vs. Sprite collision
|
||||
|
||||
sprite1 = game.add.sprite(50, 200, 'atari');
|
||||
sprite1.name = 'atari';
|
||||
sprite1.body.velocity.x = 100;
|
||||
|
||||
sprite2 = game.add.sprite(700, 220, 'mushroom');
|
||||
sprite2.name = 'mushroom';
|
||||
sprite2.body.velocity.x = -100;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// object1, object2, collideCallback, processCallback, callbackContext
|
||||
game.physics.collide(sprite1, sprite2, collisionHandler, null, this);
|
||||
|
||||
}
|
||||
|
||||
function collisionHandler (obj1, obj2) {
|
||||
|
||||
game.stage.backgroundColor = '#992d2d';
|
||||
|
||||
console.log(obj1.name + ' collided with ' + obj2.name);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,96 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
|
||||
}
|
||||
|
||||
var sprite1;
|
||||
var sprite2;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#2d2d2d';
|
||||
|
||||
// This will check Sprite vs. Sprite collision using a custom process callback
|
||||
|
||||
sprite1 = game.add.sprite(0, 200, 'atari');
|
||||
sprite1.name = 'atari';
|
||||
// We'll use a random velocity here so we can test it in our processHandler
|
||||
sprite1.body.velocity.x = 50 + Math.random() * 100;
|
||||
// This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
|
||||
sprite1.body.customSeparateX = true;
|
||||
|
||||
sprite2 = game.add.sprite(750, 220, 'mushroom');
|
||||
sprite2.name = 'mushroom';
|
||||
// We'll use a random velocity here so we can test it in our processHandler
|
||||
sprite2.body.velocity.x = -(50 + Math.random() * 100);
|
||||
// This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
|
||||
sprite2.body.customSeparateX = true;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
game.physics.collide(sprite1, sprite2, collisionHandler, processHandler, this);
|
||||
|
||||
}
|
||||
|
||||
function processHandler (obj1, obj2) {
|
||||
|
||||
// This function can perform your own additional checks on the 2 objects that collided.
|
||||
// For example you could test for velocity, health, etc.
|
||||
// If you want the collision to be deemed successful this function must return true.
|
||||
// In which case the collisionHandler will be called, otherwise it won't.
|
||||
|
||||
// Note: the objects will have already been separated by this point unless you have set
|
||||
// their customSeparateX/Y flags to true. If you do that it's up to you to handle separation.
|
||||
|
||||
// Whichever one is going fastest wins, the other dies :)
|
||||
if (obj1.body.velocity.x > Math.abs(obj2.body.velocity.x))
|
||||
{
|
||||
obj2.kill();
|
||||
obj1.body.velocity.x = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj1.kill();
|
||||
obj2.body.velocity.x = 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
function collisionHandler (obj1, obj2) {
|
||||
|
||||
game.stage.backgroundColor = '#992d2d';
|
||||
|
||||
console.log(obj1.name + ' collided with ' + obj2.name);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,46 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('trsi', 'assets/pics/trsipic1_lazur.jpg');
|
||||
}
|
||||
|
||||
var r;
|
||||
var pic;
|
||||
|
||||
function create() {
|
||||
|
||||
pic = game.add.sprite(game.world.centerX, 550, 'trsi');
|
||||
pic.anchor.setTo(0.5, 1);
|
||||
|
||||
r = new Phaser.Rectangle(0, 0, pic.width, 0);
|
||||
|
||||
game.add.tween(r).to( { height: pic.height }, 3000, Phaser.Easing.Bounce.Out, true, 0, 1000, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// Apply the new crop Rectangle to the sprite
|
||||
pic.crop = r;
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,46 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('trsi', 'assets/pics/trsipic1_lazur.jpg');
|
||||
}
|
||||
|
||||
var r;
|
||||
var pic;
|
||||
|
||||
function create() {
|
||||
|
||||
pic = game.add.sprite(game.world.centerX, 550, 'trsi');
|
||||
pic.anchor.setTo(0.5, 1);
|
||||
|
||||
r = new Phaser.Rectangle(0, 0, 200, pic.height);
|
||||
|
||||
game.add.tween(r).to( { x: pic.width - 200 }, 3000, Phaser.Easing.Bounce.Out, true, 0, 1000, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// Apply the new crop Rectangle to the sprite
|
||||
pic.crop = r;
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,48 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('trsi', 'assets/pics/trsipic1_lazur.jpg');
|
||||
}
|
||||
|
||||
var r;
|
||||
var pic;
|
||||
|
||||
function create() {
|
||||
|
||||
pic = game.add.sprite(0, 0, 'trsi');
|
||||
|
||||
r = new Phaser.Rectangle(0, 0, 200, 200);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
r.x = game.input.x;
|
||||
r.y = game.input.y;
|
||||
pic.x = game.input.x;
|
||||
pic.y = game.input.y;
|
||||
|
||||
// Apply the new crop Rectangle to the sprite
|
||||
pic.crop = r;
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,43 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
game.load.image('atari', 'assets/sprites/atari800xl.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.sprite(0, 0, 'grid');
|
||||
|
||||
atari1 = game.add.sprite(300, 300, 'atari');
|
||||
|
||||
// Input Enable the sprites
|
||||
atari1.inputEnabled = true;
|
||||
|
||||
// Allow dragging
|
||||
// enableDrag parameters = (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite)
|
||||
atari1.input.enableDrag(true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,63 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
<style type="text/css">
|
||||
body {
|
||||
margin: 0;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var tempSprite = game.add.sprite(0, 0, 'atari1');
|
||||
|
||||
game.stage.backgroundColor = '#e3ed49';
|
||||
|
||||
// Testing iOS7 lack of fullscreen. Damnit.
|
||||
document.documentElement['style'].minHeight = '2000px';
|
||||
window.scrollTo(0, document.body.scrollHeight);
|
||||
|
||||
game.input.onDown.add(gofull, this);
|
||||
|
||||
}
|
||||
|
||||
function gofull() {
|
||||
game.stage.scale.startFullScreen();
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (document.getElementsByTagName('body')[0].scrollTop > 1000)
|
||||
{
|
||||
game.stage.backgroundColor = '#87ff55';
|
||||
window.scrollTo(0, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,47 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
var s;
|
||||
|
||||
function preload() {
|
||||
game.load.image('test', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
s = game.add.sprite(game.world.centerX, game.world.centerY, 'test');
|
||||
s.anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
s.angle += 1;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderRectangle(s.bounds);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,80 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
|
||||
}
|
||||
|
||||
var graphics;
|
||||
|
||||
function create() {
|
||||
|
||||
graphics = game.add.graphics(0, 0);
|
||||
|
||||
// set a fill and line style
|
||||
graphics.beginFill(0xFF3300);
|
||||
graphics.lineStyle(10, 0xffd900, 1);
|
||||
|
||||
// draw a shape
|
||||
graphics.moveTo(50,50);
|
||||
graphics.lineTo(250, 50);
|
||||
graphics.lineTo(100, 100);
|
||||
graphics.lineTo(250, 220);
|
||||
graphics.lineTo(50, 220);
|
||||
graphics.lineTo(50, 50);
|
||||
graphics.endFill();
|
||||
|
||||
// set a fill and line style again
|
||||
graphics.lineStyle(10, 0xFF0000, 0.8);
|
||||
graphics.beginFill(0xFF700B, 1);
|
||||
|
||||
// draw a second shape
|
||||
graphics.moveTo(210,300);
|
||||
graphics.lineTo(450,320);
|
||||
graphics.lineTo(570,350);
|
||||
graphics.lineTo(580,20);
|
||||
graphics.lineTo(330,120);
|
||||
graphics.lineTo(410,200);
|
||||
graphics.lineTo(210,300);
|
||||
graphics.endFill();
|
||||
|
||||
// draw a rectangel
|
||||
graphics.lineStyle(2, 0x0000FF, 1);
|
||||
graphics.drawRect(50, 250, 100, 100);
|
||||
|
||||
// draw a circle
|
||||
graphics.lineStyle(0);
|
||||
graphics.beginFill(0xFFFF0B, 0.5);
|
||||
graphics.drawCircle(470, 200,100);
|
||||
|
||||
graphics.lineStyle(20, 0x33FF00);
|
||||
graphics.moveTo(30,30);
|
||||
graphics.lineTo(600, 300);
|
||||
|
||||
game.add.tween(graphics).to({ x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,84 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('diamond', 'assets/sprites/diamond.png');
|
||||
game.load.image('carrot', 'assets/sprites/carrot.png');
|
||||
}
|
||||
|
||||
var g;
|
||||
var t;
|
||||
var s;
|
||||
|
||||
function create() {
|
||||
|
||||
t = game.add.sprite(100, 100, 'carrot');
|
||||
t.name = 'c0';
|
||||
t.body.bounce.y = Math.random();
|
||||
t.body.collideWorldBounds = true;
|
||||
|
||||
g = game.add.group();
|
||||
// g.x = 400;
|
||||
// g.y = 300;
|
||||
// g._container.anchor.x = 0.5;
|
||||
// g._container.anchor.y = 0.5;
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
var x = 50 + (i * 64);
|
||||
s = g.create(x, 100, 'diamond');
|
||||
s.name = 'd' + i;
|
||||
s.anchor.setTo(0.5, 0.5);
|
||||
}
|
||||
|
||||
// g.forEach(setAlpha, this);
|
||||
|
||||
// g.dump();
|
||||
|
||||
// g.replace(s, t);
|
||||
|
||||
// g.dump();
|
||||
|
||||
// g.callAll('dump', game, 123, 456, 789);
|
||||
|
||||
// g.getRandom().y += 200;
|
||||
|
||||
// g.setAll('body.velocity.y', 250);
|
||||
// g.divideAll('y', 2);
|
||||
// g.multiplyAll('y', 3);
|
||||
|
||||
}
|
||||
|
||||
function setAlpha (sprite) {
|
||||
sprite.alpha = 0.4;
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
g.addAll('angle', 10);
|
||||
// g.angle++;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,167 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
//require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
function isPlainObject ( obj ) {
|
||||
// Not plain objects:
|
||||
// - Any object or value whose internal [[Class]] property is not "[object Object]"
|
||||
// - DOM nodes
|
||||
// - window
|
||||
if (typeof(obj) !== "object" || obj.nodeType || obj === obj.window) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Support: Firefox <20
|
||||
// The try/catch suppresses exceptions thrown when attempting to access
|
||||
// the "constructor" property of certain host objects, ie. |window.location|
|
||||
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
|
||||
try {
|
||||
if ( obj.constructor &&
|
||||
!hasOwn.call( obj.constructor.prototype, "isPrototypeOf" ) ) {
|
||||
return false;
|
||||
}
|
||||
} catch ( e ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// If the function hasn't returned already, we're confident that
|
||||
// |obj| is a plain object, created by {} or constructed with new Object
|
||||
return true;
|
||||
}
|
||||
|
||||
function extend () {
|
||||
var options, name, src, copy, copyIsArray, clone,
|
||||
target = arguments[0] || {},
|
||||
i = 1,
|
||||
length = arguments.length,
|
||||
deep = false;
|
||||
|
||||
// Handle a deep copy situation
|
||||
if ( typeof target === "boolean" ) {
|
||||
deep = target;
|
||||
target = arguments[1] || {};
|
||||
// skip the boolean and the target
|
||||
i = 2;
|
||||
}
|
||||
|
||||
// extend jQuery itself if only one argument is passed
|
||||
if ( length === i ) {
|
||||
target = this;
|
||||
--i;
|
||||
}
|
||||
|
||||
console.log('extending',length,options,deep);
|
||||
|
||||
for ( ; i < length; i++ ) {
|
||||
// Only deal with non-null/undefined values
|
||||
if ( (options = arguments[ i ]) != null ) {
|
||||
// Extend the base object
|
||||
for ( name in options ) {
|
||||
src = target[ name ];
|
||||
copy = options[ name ];
|
||||
console.log('extending',src,copy);
|
||||
|
||||
// Prevent never-ending loop
|
||||
if ( target === copy ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Recurse if we're merging plain objects or arrays
|
||||
if ( deep && copy && ( isPlainObject(copy) || (copyIsArray = Array.isArray(copy)) ) ) {
|
||||
if ( copyIsArray ) {
|
||||
copyIsArray = false;
|
||||
clone = src && Array.isArray(src) ? src : [];
|
||||
|
||||
} else {
|
||||
clone = src && isPlainObject(src) ? src : {};
|
||||
}
|
||||
|
||||
// Never move original objects, clone them
|
||||
target[ name ] = extend( deep, clone, copy );
|
||||
|
||||
// Don't bring in undefined values
|
||||
} else if ( copy !== undefined ) {
|
||||
target[ name ] = copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Return the modified object
|
||||
return target;
|
||||
};
|
||||
|
||||
Bob = {};
|
||||
|
||||
Bob.Coke = function (x, y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
Bob.Coke.prototype = {
|
||||
|
||||
fizz: function () {
|
||||
console.log('fizz', this.x, this.y);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Bob.Sprite = function (x, y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
Bob.Sprite.prototype = {
|
||||
|
||||
test: function () {
|
||||
console.log('bob', this.x, this.y);
|
||||
},
|
||||
|
||||
nipples: function () {
|
||||
console.log('bob nipples');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Bob.Extra = function (x, y) {
|
||||
Bob.Sprite.call(this, x, y);
|
||||
// Bob.Coke.call(this, x, y);
|
||||
|
||||
}
|
||||
|
||||
// Bob.Extra.prototype = Object.create(Bob.Sprite.prototype);
|
||||
Bob.Extra.prototype.solid = function () {
|
||||
console.log('extra solids');
|
||||
}
|
||||
|
||||
Bob.Extra.prototype = extend(true, Bob.Extra.prototype, Bob.Sprite.prototype, Bob.Coke.prototype);
|
||||
|
||||
|
||||
|
||||
var rich = new Bob.Extra(99,100);
|
||||
console.log(rich);
|
||||
|
||||
var sus = new Bob.Extra(500,123);
|
||||
console.log(sus);
|
||||
|
||||
rich.test();
|
||||
rich.solid();
|
||||
rich.fizz();
|
||||
console.log('ssssss');
|
||||
sus.test();
|
||||
sus.solid();
|
||||
sus.fizz();
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,48 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<input type="text" id="mx" value="0" />
|
||||
<input type="text" id="my" value="0" />
|
||||
|
||||
<br />
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.sprite(0, 0, 'mushroom');
|
||||
|
||||
game.input.onDown.add(newMushroom, this);
|
||||
|
||||
}
|
||||
|
||||
function newMushroom(pointer) {
|
||||
game.add.sprite(pointer.x, pointer.y, 'mushroom');
|
||||
}
|
||||
|
||||
function update() {
|
||||
document.getElementById('mx').value = game.input.x;
|
||||
document.getElementById('my').value = game.input.y;
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,60 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
<style type="text/css">
|
||||
body {
|
||||
margin: 0;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(400, 300, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
}
|
||||
|
||||
var m;
|
||||
|
||||
function create() {
|
||||
|
||||
// game.stage.canvas.style['-webkit-transform-origin'] = 'top left';
|
||||
// game.stage.canvas.style['-webkit-transform'] = 'scale(3,3)';
|
||||
|
||||
// game.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
|
||||
// game.stage.scale.
|
||||
// game.stage.scale.setScreenSize();
|
||||
|
||||
m = game.add.sprite(0, 0, 'mushroom');
|
||||
m.anchor.setTo(0.5, 0.5);
|
||||
|
||||
// game.input.onDown.add(newMushroom, this);
|
||||
|
||||
}
|
||||
|
||||
function newMushroom(pointer) {
|
||||
// game.add.sprite(pointer.x, pointer.y, 'mushroom');
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
m.x = game.input.x;
|
||||
m.y = game.input.y;
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,63 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('alien', 'assets/sprites/space-baddie.png');
|
||||
game.load.image('ship', 'assets/sprites/shmup-ship.png');
|
||||
}
|
||||
|
||||
var player;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
player = game.add.sprite(400, 500, 'ship');
|
||||
player.anchor.setTo(0.5, 0.5);
|
||||
|
||||
aliens = game.add.group();
|
||||
|
||||
for (var y = 0; y < 4; y++)
|
||||
{
|
||||
for (var x = 0; x < 10; x++)
|
||||
{
|
||||
aliens.create(x * 48, y * 50, 'alien');
|
||||
}
|
||||
}
|
||||
|
||||
aliens.x = 100;
|
||||
aliens.y = 50;
|
||||
|
||||
var tween = game.add.tween(aliens).to({x: 200}, 3000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
tween.onComplete.add(descend, this);
|
||||
|
||||
}
|
||||
|
||||
function descend() {
|
||||
aliens.y += 10;
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,26 +0,0 @@
|
|||
<?php
|
||||
// All JS files in build order.
|
||||
// Much easier for debugging
|
||||
?>
|
||||
<script src="../src/physics/advanced/Math.js"></script>
|
||||
<script src="../src/physics/advanced/Util.js"></script>
|
||||
<script src="../src/physics/advanced/Collision.js"></script>
|
||||
<script src="../src/physics/advanced/Body.js"></script>
|
||||
<script src="../src/physics/advanced/Joint.js"></script>
|
||||
<script src="../src/physics/advanced/Shape.js"></script>
|
||||
<script src="../src/physics/advanced/Contact.js"></script>
|
||||
<script src="../src/physics/advanced/ContactSolver.js"></script>
|
||||
<script src="../src/physics/advanced/Space.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Angle.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Revolute.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Weld.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Wheel.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Prismatic.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Distance.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Rope.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Mouse.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Circle.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Segment.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Poly.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Triangle.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Box.js"></script>
|
|
@ -1,109 +0,0 @@
|
|||
<?php
|
||||
// All JS files in build order. Much easier for debugging
|
||||
// <xscript src="../src/pixi/extras/Spine.js"></script> <xscript src="../src/pixi/display/MovieClip.js"></script>
|
||||
?>
|
||||
<script src="../src/Intro.js"></script>
|
||||
<script src="../src/pixi/Pixi.js"></script>
|
||||
<script src="../src/Phaser.js"></script>
|
||||
<script src="../src/utils/Utils.js"></script>
|
||||
|
||||
<script src="../src/pixi/core/Matrix.js"></script>
|
||||
<script src="../src/pixi/core/Point.js"></script>
|
||||
<script src="../src/pixi/core/Rectangle.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="../src/pixi/display/Sprite.js"></script>
|
||||
|
||||
<script src="../src/pixi/display/Stage.js"></script>
|
||||
<script src="../src/pixi/extras/CustomRenderable.js"></script>
|
||||
<script src="../src/pixi/extras/Strip.js"></script>
|
||||
<script src="../src/pixi/extras/Rope.js"></script>
|
||||
|
||||
<script src="../src/pixi/extras/TilingSprite.js"></script>
|
||||
<script src="../src/pixi/filters/FilterBlock.js"></script>
|
||||
<script src="../src/pixi/filters/MaskFilter.js"></script>
|
||||
<script src="../src/pixi/primitives/Graphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLBatch.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderGroup.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLShaders.js"></script>
|
||||
<script src="../src/pixi/text/BitmapText.js"></script>
|
||||
<script src="../src/pixi/text/Text.js"></script>
|
||||
<script src="../src/pixi/textures/BaseTexture.js"></script>
|
||||
<script src="../src/pixi/textures/Texture.js"></script>
|
||||
<script src="../src/pixi/textures/RenderTexture.js"></script>
|
||||
<script src="../src/pixi/utils/EventTarget.js"></script>
|
||||
<script src="../src/pixi/utils/Polyk.js"></script>
|
||||
|
||||
<script src="../src/core/Camera.js"></script>
|
||||
<script src="../src/core/State.js"></script>
|
||||
<script src="../src/core/StateManager.js"></script>
|
||||
<script src="../src/core/LinkedList.js"></script>
|
||||
<script src="../src/core/Signal.js"></script>
|
||||
<script src="../src/core/SignalBinding.js"></script>
|
||||
<script src="../src/core/Plugin.js"></script>
|
||||
<script src="../src/core/PluginManager.js"></script>
|
||||
<script src="../src/core/Stage.js"></script>
|
||||
<script src="../src/core/Group.js"></script>
|
||||
<script src="../src/core/World.js"></script>
|
||||
<script src="../src/core/Game.js"></script>
|
||||
<script src="../src/input/Input.js"></script>
|
||||
<script src="../src/input/Keyboard.js"></script>
|
||||
<script src="../src/input/Mouse.js"></script>
|
||||
<script src="../src/input/MSPointer.js"></script>
|
||||
<script src="../src/input/Pointer.js"></script>
|
||||
<script src="../src/input/Touch.js"></script>
|
||||
<script src="../src/input/InputHandler.js"></script>
|
||||
<script src="../src/system/Canvas.js"></script>
|
||||
<script src="../src/gameobjects/Events.js"></script>
|
||||
<script src="../src/gameobjects/GameObjectFactory.js"></script>
|
||||
<script src="../src/gameobjects/Sprite.js"></script>
|
||||
<script src="../src/gameobjects/TileSprite.js"></script>
|
||||
<script src="../src/gameobjects/Text.js"></script>
|
||||
<script src="../src/gameobjects/Button.js"></script>
|
||||
<script src="../src/gameobjects/Graphics.js"></script>
|
||||
<script src="../src/gameobjects/RenderTexture.js"></script>
|
||||
<script src="../src/gameobjects/BitmapText.js"></script>
|
||||
<script src="../src/system/Canvas.js"></script>
|
||||
<script src="../src/system/StageScaleMode.js"></script>
|
||||
<script src="../src/system/Device.js"></script>
|
||||
<script src="../src/system/RequestAnimationFrame.js"></script>
|
||||
<script src="../src/math/RandomDataGenerator.js"></script>
|
||||
<script src="../src/math/Math.js"></script>
|
||||
<script src="../src/math/QuadTree.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Rectangle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/AnimationManager.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.js"></script>
|
||||
<script src="../src/loader/Cache.js"></script>
|
||||
<script src="../src/loader/Loader.js"></script>
|
||||
<script src="../src/loader/Parser.js"></script>
|
||||
<script src="../src/sound/Sound.js"></script>
|
||||
<script src="../src/sound/SoundManager.js"></script>
|
||||
<script src="../src/utils/Debug.js"></script>
|
||||
<script src="../src/utils/Color.js"></script>
|
||||
|
||||
<script src="../src/physics/arcade/ArcadePhysics.js"></script>
|
||||
<script src="../src/physics/arcade/Body.js"></script>
|
||||
|
||||
<script src="../src/particles/Particles.js"></script>
|
||||
<script src="../src/particles/arcade/ArcadeParticles.js"></script>
|
||||
<script src="../src/particles/arcade/Emitter.js"></script>
|
||||
|
||||
<script src="../src/tilemap/Tilemap.js"></script>
|
||||
<script src="../src/tilemap/TilemapLayer.js"></script>
|
||||
<script src="../src/tilemap/Tile.js"></script>
|
||||
<script src="../src/tilemap/TilemapRenderer.js"></script>
|
||||
|
|
@ -1,120 +0,0 @@
|
|||
<?php
|
||||
// All JS files in build order.
|
||||
// Much easier for debugging
|
||||
?>
|
||||
<script src="../src/Phaser.js"></script>
|
||||
<script src="../src/utils/Utils.js"></script>
|
||||
|
||||
<script src="../src/pixi/Pixi.js"></script>
|
||||
<script src="../src/pixi/InteractionManager.js"></script>
|
||||
<script src="../src/pixi/core/Circle.js"></script>
|
||||
<script src="../src/pixi/core/Ellipse.js"></script>
|
||||
<script src="../src/pixi/core/Matrix.js"></script>
|
||||
<script src="../src/pixi/core/Point.js"></script>
|
||||
<script src="../src/pixi/core/Polygon.js"></script>
|
||||
<script src="../src/pixi/core/Rectangle.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="../src/pixi/display/Sprite.js"></script>
|
||||
<script src="../src/pixi/display/MovieClip.js"></script>
|
||||
<script src="../src/pixi/display/Stage.js"></script>
|
||||
<script src="../src/pixi/extras/CustomRenderable.js"></script>
|
||||
<script src="../src/pixi/extras/Strip.js"></script>
|
||||
<script src="../src/pixi/extras/Rope.js"></script>
|
||||
<script src="../src/pixi/extras/Spine.js"></script>
|
||||
<script src="../src/pixi/extras/TilingSprite.js"></script>
|
||||
<script src="../src/pixi/filters/FilterBlock.js"></script>
|
||||
<script src="../src/pixi/filters/MaskFilter.js"></script>
|
||||
<script src="../src/pixi/primitives/Graphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLBatch.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderGroup.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLShaders.js"></script>
|
||||
<script src="../src/pixi/text/BitmapText.js"></script>
|
||||
<script src="../src/pixi/text/Text.js"></script>
|
||||
<script src="../src/pixi/textures/BaseTexture.js"></script>
|
||||
<script src="../src/pixi/textures/Texture.js"></script>
|
||||
<script src="../src/pixi/textures/RenderTexture.js"></script>
|
||||
<script src="../src/pixi/utils/EventTarget.js"></script>
|
||||
<script src="../src/pixi/utils/Polyk.js"></script>
|
||||
<script src="../src/pixi/utils/Utils.js"></script>
|
||||
|
||||
<script src="../src/core/Camera.js"></script>
|
||||
<script src="../src/core/State.js"></script>
|
||||
<script src="../src/core/StateManager.js"></script>
|
||||
<script src="../src/core/LinkedList.js"></script>
|
||||
<script src="../src/core/Signal.js"></script>
|
||||
<script src="../src/core/SignalBinding.js"></script>
|
||||
<script src="../src/core/Plugin.js"></script>
|
||||
<script src="../src/core/PluginManager.js"></script>
|
||||
<script src="../src/core/Stage.js"></script>
|
||||
<script src="../src/core/Group.js"></script>
|
||||
<script src="../src/core/World.js"></script>
|
||||
<script src="../src/core/Game.js"></script>
|
||||
<script src="../src/input/Input.js"></script>
|
||||
<script src="../src/input/Keyboard.js"></script>
|
||||
<script src="../src/input/Mouse.js"></script>
|
||||
<script src="../src/input/MSPointer.js"></script>
|
||||
<script src="../src/input/Pointer.js"></script>
|
||||
<script src="../src/input/Touch.js"></script>
|
||||
<script src="../src/input/InputHandler.js"></script>
|
||||
<script src="../src/system/Canvas.js"></script>
|
||||
<script src="../src/gameobjects/Events.js"></script>
|
||||
<script src="../src/gameobjects/GameObjectFactory.js"></script>
|
||||
<script src="../src/gameobjects/Sprite.js"></script>
|
||||
<script src="../src/gameobjects/TileSprite.js"></script>
|
||||
<script src="../src/gameobjects/Text.js"></script>
|
||||
<script src="../src/system/Canvas.js"></script>
|
||||
<script src="../src/system/Device.js"></script>
|
||||
<script src="../src/system/RequestAnimationFrame.js"></script>
|
||||
<script src="../src/math/RandomDataGenerator.js"></script>
|
||||
<script src="../src/math/Math.js"></script>
|
||||
<script src="../src/math/QuadTree.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Rectangle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/AnimationManager.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.js"></script>
|
||||
<script src="../src/loader/Cache.js"></script>
|
||||
<script src="../src/loader/Loader.js"></script>
|
||||
<script src="../src/sound/Sound.js"></script>
|
||||
<script src="../src/sound/SoundManager.js"></script>
|
||||
<script src="../src/utils/Debug.js"></script>
|
||||
|
||||
<script src="../src/physics/arcade/ArcadePhysics.js"></script>
|
||||
<script src="../src/physics/arcade/Body.js"></script>
|
||||
|
||||
<script src="../src/physics/advanced/Math.js"></script>
|
||||
<script src="../src/physics/advanced/Util.js"></script>
|
||||
<script src="../src/physics/advanced/Collision.js"></script>
|
||||
<script src="../src/physics/advanced/Body.js"></script>
|
||||
<script src="../src/physics/advanced/Joint.js"></script>
|
||||
<script src="../src/physics/advanced/Shape.js"></script>
|
||||
<script src="../src/physics/advanced/Contact.js"></script>
|
||||
<script src="../src/physics/advanced/ContactSolver.js"></script>
|
||||
<script src="../src/physics/advanced/Space.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Angle.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Revolute.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Weld.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Wheel.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Prismatic.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Distance.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Rope.js"></script>
|
||||
<script src="../src/physics/advanced/joints/Mouse.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Circle.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Segment.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Poly.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Triangle.js"></script>
|
||||
<script src="../src/physics/advanced/shapes/Box.js"></script>
|
||||
|
|
@ -1,74 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('alien', 'assets/sprites/space-baddie.png');
|
||||
game.load.image('ship', 'assets/sprites/shmup-ship.png');
|
||||
}
|
||||
|
||||
var a;
|
||||
var b;
|
||||
var c;
|
||||
var d;
|
||||
var e;
|
||||
var f;
|
||||
|
||||
var list;
|
||||
|
||||
function create() {
|
||||
|
||||
a = game.add.sprite(100, 100, 'ship');
|
||||
a.name = 's1';
|
||||
b = game.add.sprite(130, 100, 'ship');
|
||||
b.name = 's2';
|
||||
c = game.add.sprite(160, 100, 'ship');
|
||||
c.name = 's3';
|
||||
d = game.add.sprite(190, 100, 'alien');
|
||||
d.name = 'a1';
|
||||
e = game.add.sprite(220, 100, 'alien');
|
||||
e.name = 'a2';
|
||||
f = game.add.sprite(250, 100, 'alien');
|
||||
f.name = 'a3';
|
||||
|
||||
list = new Phaser.LinkedList();
|
||||
|
||||
list.add(a.input);
|
||||
list.add(b.input);
|
||||
list.add(c.input);
|
||||
list.add(d.input);
|
||||
list.add(e.input);
|
||||
list.add(f.input);
|
||||
|
||||
list.dump();
|
||||
|
||||
// list.remove(d.input);
|
||||
|
||||
// list.dump();
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,59 +0,0 @@
|
|||
<!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');
|
||||
|
||||
// Let's try adding an image to the DOM
|
||||
document.body.appendChild(game.cache.getImage('cockpit'));
|
||||
|
||||
// And some text
|
||||
var para = document.createElement('pre');
|
||||
para.innerHTML = game.cache.getText('copyright');
|
||||
document.body.appendChild(para);
|
||||
|
||||
}
|
||||
|
||||
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.text('copyright', 'assets/warning - copyright.txt');
|
||||
|
||||
game.load.onLoadStart.add(loadStarted, this);
|
||||
game.load.onFileComplete.add(fileLoaded, this);
|
||||
game.load.onLoadComplete.add(loadCompleted, this);
|
||||
|
||||
game.load.start();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,57 +0,0 @@
|
|||
<!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/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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');
|
||||
|
||||
// Let's try adding an image to the DOM
|
||||
document.body.appendChild(game.cache.getImage('bot'));
|
||||
|
||||
// Dump the animation data out
|
||||
console.log(game.cache.getFrameData('bot'));
|
||||
}
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
game.load.atlasJSON('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
|
||||
game.load.onLoadStart.add(loadStarted, this);
|
||||
game.load.onFileComplete.add(fileLoaded, this);
|
||||
game.load.onLoadComplete.add(loadCompleted, this);
|
||||
|
||||
game.load.start();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,57 +0,0 @@
|
|||
<!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/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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');
|
||||
|
||||
// Let's try adding an image to the DOM
|
||||
document.body.appendChild(game.cache.getImage('bot'));
|
||||
|
||||
// Dump the animation data out
|
||||
console.log(game.cache.getFrameData('bot'));
|
||||
}
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
game.load.atlasXML('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml');
|
||||
|
||||
game.load.onLoadStart.add(loadStarted, this);
|
||||
game.load.onFileComplete.add(fileLoaded, this);
|
||||
game.load.onLoadComplete.add(loadCompleted, this);
|
||||
|
||||
game.load.start();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,57 +0,0 @@
|
|||
<!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/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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');
|
||||
|
||||
// Let's try adding an image to the DOM
|
||||
//document.body.appendChild(game.cache.getImage('mummy'));
|
||||
|
||||
// Dump the animation data out
|
||||
//console.log(game.cache.getFrameData('mummy'));
|
||||
}
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
game.load.audio('music', [ 'assets/audio/oedipus_wizball_highscore.mp3', 'assets/audio/oedipus_wizball_highscore.ogg' ], true);
|
||||
|
||||
game.load.onLoadStart.add(loadStarted, this);
|
||||
game.load.onFileComplete.add(fileLoaded, this);
|
||||
game.load.onLoadComplete.add(loadCompleted, this);
|
||||
|
||||
game.load.start();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,57 +0,0 @@
|
|||
<!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/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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');
|
||||
|
||||
// Let's try adding an image to the DOM
|
||||
document.body.appendChild(game.cache.getImage('mummy'));
|
||||
|
||||
// Dump the animation data out
|
||||
console.log(game.cache.getFrameData('mummy'));
|
||||
}
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45);
|
||||
|
||||
game.load.onLoadStart.add(loadStarted, this);
|
||||
game.load.onFileComplete.add(fileLoaded, this);
|
||||
game.load.onLoadComplete.add(loadCompleted, this);
|
||||
|
||||
game.load.start();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,48 +0,0 @@
|
|||
<!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>
|
|
@ -1,85 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.image('player', 'assets/sprites/phaser-dude.png');
|
||||
|
||||
}
|
||||
|
||||
var map;
|
||||
var p;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#787878';
|
||||
|
||||
map = game.add.tilemap(0, 0, 'mario');
|
||||
|
||||
// floor
|
||||
map.setCollisionRange(80, 97, true, true, true, true);
|
||||
|
||||
// one-ways
|
||||
map.setCollisionRange(15, 17, true, true, false, true);
|
||||
|
||||
p = game.add.sprite(32, 32, 'player');
|
||||
|
||||
p.body.bounce.y = 0.4;
|
||||
p.body.collideWorldBounds = true;
|
||||
|
||||
game.camera.follow(p);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
map.collide(p);
|
||||
|
||||
p.body.velocity.x = 0;
|
||||
p.body.acceleration.y = 500;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
p.body.velocity.x = -150;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
p.body.velocity.x = 150;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
if (p.body.touching.down)
|
||||
{
|
||||
p.body.velocity.y = -200;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(p);
|
||||
game.debug.renderSpriteCollision(p, 32, 320);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,60 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#787878';
|
||||
|
||||
game.add.tilemap(0, 0, 'mario');
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.x -= 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 8;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,48 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - Super Mario Combo</title>
|
||||
<script src="phaser-min.js"></script>
|
||||
<style type="text/css">
|
||||
body: {
|
||||
margin: 0;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('nes', 'gfx/mario1.png', 'gfx/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.tilemap('snes', 'gfx/smb_tiles.png', 'gfx/smb_level1.json', null, Phaser.Tilemap.JSON);
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#5c94fc';
|
||||
|
||||
game.add.tilemap(0, 0, 'nes');
|
||||
game.add.tilemap(0, 168, 'snes');
|
||||
|
||||
game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
|
||||
game.input.onDown.add(goFull, this);
|
||||
|
||||
}
|
||||
|
||||
function goFull() {
|
||||
game.stage.scale.startFullScreen();
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,45 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - Super Mario Combo</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('nes', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.tilemap('snes', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON);
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#5c94fc';
|
||||
|
||||
game.add.tilemap(0, 0, 'nes');
|
||||
game.add.tilemap(0, 168, 'snes');
|
||||
|
||||
game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
|
||||
game.input.onDown.add(goFull, this);
|
||||
|
||||
}
|
||||
|
||||
function goFull() {
|
||||
game.stage.scale.startFullScreen();
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,48 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a(nother) new beginning</title>
|
||||
<script src="../src/Phaser.js"></script>
|
||||
<script src="../src/system/RequestAnimationFrame.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/math/Math.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
var data = game.math.sinCosGenerator(10);
|
||||
|
||||
console.log('Sin', data.sin);
|
||||
console.log('Cos', data.cos);
|
||||
|
||||
console.log('Shift value 1', game.math.shift(data.sin));
|
||||
console.log('Shift value 2', game.math.shift(data.sin));
|
||||
console.log('Shift value 3', game.math.shift(data.sin));
|
||||
console.log('Shift value 4', game.math.shift(data.sin));
|
||||
|
||||
console.log('Sin', data.sin);
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,98 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('car', 'assets/sprites/car90.png');
|
||||
game.load.image('ship', 'assets/sprites/xenon2_ship.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
}
|
||||
|
||||
var car;
|
||||
var ship;
|
||||
var total;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
aliens = [];
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'baddie');
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(1, 1);
|
||||
s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
|
||||
aliens.push(s);
|
||||
}
|
||||
|
||||
car = game.add.sprite(400, 300, 'car');
|
||||
car.anchor.setTo(0.5, 0.5);
|
||||
car.body.collideWorldBounds = true;
|
||||
car.body.bounce.setTo(0.5, 0.5);
|
||||
car.body.allowRotation = true;
|
||||
|
||||
ship = game.add.sprite(400, 400, 'ship');
|
||||
ship.body.collideWorldBounds = true;
|
||||
ship.body.bounce.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
car.body.velocity.x = 0;
|
||||
car.body.velocity.y = 0;
|
||||
car.body.angularVelocity = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.body.angularVelocity = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.body.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
|
||||
game.physics.collideGroup(aliens);
|
||||
// total = game.physics.overlap(ship);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
// game.debug.renderQuadTree(game.physics.quadTree);
|
||||
// game.debug.renderRectangle(ship.body.bounds);
|
||||
|
||||
// game.debug.renderText('total: ' + total.length, 32, 50);
|
||||
|
||||
// game.debug.renderText('up: ' + ship.body.touching.up, 32, 70);
|
||||
// game.debug.renderText('down: ' + ship.body.touching.down, 32, 90);
|
||||
// game.debug.renderText('left: ' + ship.body.touching.left, 32, 110);
|
||||
// game.debug.renderText('right: ' + ship.body.touching.right, 32, 130);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,139 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a(nother) new beginning</title>
|
||||
<script src="../src/Phaser.js"></script>
|
||||
|
||||
<script src="../src/pixi/Pixi.js"></script>
|
||||
<script src="../src/pixi/InteractionManager.js"></script>
|
||||
<script src="../src/pixi/core/Circle.js"></script>
|
||||
<script src="../src/pixi/core/Ellipse.js"></script>
|
||||
<script src="../src/pixi/core/Matrix.js"></script>
|
||||
<script src="../src/pixi/core/Point.js"></script>
|
||||
<script src="../src/pixi/core/Polygon.js"></script>
|
||||
<script src="../src/pixi/core/Rectangle.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="../src/pixi/display/Sprite.js"></script>
|
||||
<script src="../src/pixi/display/MovieClip.js"></script>
|
||||
<script src="../src/pixi/display/Stage.js"></script>
|
||||
<script src="../src/pixi/extras/CustomRenderable.js"></script>
|
||||
<script src="../src/pixi/extras/Strip.js"></script>
|
||||
<script src="../src/pixi/extras/Rope.js"></script>
|
||||
<script src="../src/pixi/extras/Spine.js"></script>
|
||||
<script src="../src/pixi/extras/TilingSprite.js"></script>
|
||||
<script src="../src/pixi/filters/FilterBlock.js"></script>
|
||||
<script src="../src/pixi/filters/MaskFilter.js"></script>
|
||||
<script src="../src/pixi/primitives/Graphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLBatch.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderGroup.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLShaders.js"></script>
|
||||
<script src="../src/pixi/text/BitmapText.js"></script>
|
||||
<script src="../src/pixi/text/Text.js"></script>
|
||||
<script src="../src/pixi/textures/BaseTexture.js"></script>
|
||||
<script src="../src/pixi/textures/Texture.js"></script>
|
||||
<script src="../src/pixi/textures/RenderTexture.js"></script>
|
||||
<script src="../src/pixi/utils/Detector.js"></script>
|
||||
<script src="../src/pixi/utils/EventTarget.js"></script>
|
||||
<script src="../src/pixi/utils/Polyk.js"></script>
|
||||
<script src="../src/pixi/utils/Utils.js"></script>
|
||||
|
||||
<script src="../src/system/RequestAnimationFrame.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/math/Math.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
// PIXI it
|
||||
var stage = new PIXI.Stage(0x000044);
|
||||
var renderer = PIXI.autoDetectRenderer(800, 600);
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
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();
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
var bunny;
|
||||
|
||||
function loadCompleted() {
|
||||
|
||||
console.log('Loader finished, creating base textures');
|
||||
|
||||
// Create a basetexture
|
||||
var base = new PIXI.BaseTexture(game.cache.getImage('overdose'));
|
||||
var texture = new PIXI.Texture(base);
|
||||
bunny = new PIXI.Sprite(texture);
|
||||
|
||||
// center the sprites anchor point
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
|
||||
// move the sprite t the center of the screen
|
||||
bunny.position.x = 200;
|
||||
bunny.position.y = 150;
|
||||
|
||||
stage.addChild(bunny);
|
||||
|
||||
requestAnimFrame(animate);
|
||||
}
|
||||
|
||||
function animate() {
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
// just for fun, lets rotate mr rabbit a little
|
||||
bunny.rotation += 0.1;
|
||||
bunny.scale.x += 0.01;
|
||||
bunny.scale.y += 0.01;
|
||||
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,44 +0,0 @@
|
|||
<!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/math/Math.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
var a = new Phaser.Point(100, 100);
|
||||
var b = new Phaser.Point(200, 100);
|
||||
|
||||
console.log('Point A', a.toString());
|
||||
console.log('Point B', b.toString());
|
||||
|
||||
a.add(b.x, b.y);
|
||||
|
||||
console.log('Point A + B', a.toString());
|
||||
|
||||
console.log('Distance between A and B', Phaser.Point.distance(a, b));
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,110 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('ship', 'assets/sprites/xenon2_ship.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
}
|
||||
|
||||
var ship;
|
||||
var total;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world.setSize(2000, 2000);
|
||||
|
||||
aliens = [];
|
||||
|
||||
for (var i = 0; i < 1000; i++)
|
||||
{
|
||||
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'baddie');
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(1, 1);
|
||||
s.body.velocity.setTo(10 + Math.random() * 10, 10 + Math.random() * 10);
|
||||
aliens.push(s);
|
||||
}
|
||||
|
||||
ship = game.add.sprite(400, 400, 'ship');
|
||||
ship.body.collideWorldBounds = true;
|
||||
ship.body.bounce.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
for (var i = 0; i < aliens.length; i++)
|
||||
{
|
||||
aliens[i].alpha = 0.3;
|
||||
}
|
||||
|
||||
total = game.physics.quadTree.retrieve(ship);
|
||||
|
||||
// Get the ships top-most ID. If the length of that ID is 1 then we can ignore every other result,
|
||||
// it's simply not colliding with anything :)
|
||||
|
||||
for (var i = 0; i < total.length; i++)
|
||||
{
|
||||
total[i].sprite.alpha = 1;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
ship.body.velocity.x -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
ship.body.velocity.x += 2;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
ship.body.velocity.y -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
ship.body.velocity.y += 2;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
for (var i = 0; i < aliens.length; i++)
|
||||
{
|
||||
// game.debug.renderRectangle(aliens[i].bounds);
|
||||
}
|
||||
|
||||
game.debug.renderText(total.length, 32, 32);
|
||||
game.debug.renderQuadTree(game.physics.quadTree);
|
||||
// game.debug.renderRectangle(ship);
|
||||
|
||||
game.debug.renderText('Index: ' + ship.body.quadTreeIndex, 32, 80);
|
||||
|
||||
for (var i = 0; i < ship.body.quadTreeIDs.length; i++)
|
||||
{
|
||||
game.debug.renderText('ID: ' + ship.body.quadTreeIDs[i], 32, 100 + (i * 20));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,90 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('ship', 'assets/sprites/xenon2_ship.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
}
|
||||
|
||||
var ship;
|
||||
var total;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
aliens = [];
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'baddie');
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(1, 1);
|
||||
s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
|
||||
aliens.push(s);
|
||||
}
|
||||
|
||||
ship = game.add.sprite(400, 400, 'ship');
|
||||
ship.body.collideWorldBounds = true;
|
||||
ship.body.bounce.setTo(1, 1);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
ship.body.velocity.x -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
ship.body.velocity.x += 2;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
ship.body.velocity.y -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
ship.body.velocity.y += 2;
|
||||
}
|
||||
|
||||
game.physics.collideGroup(aliens);
|
||||
total = game.physics.overlap(ship);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderQuadTree(game.physics.quadTree);
|
||||
game.debug.renderRectangle(ship.body);
|
||||
|
||||
// game.debug.renderText('total: ' + total.length, 32, 50);
|
||||
|
||||
game.debug.renderText('up: ' + ship.body.touching.up, 32, 70);
|
||||
game.debug.renderText('down: ' + ship.body.touching.down, 32, 90);
|
||||
game.debug.renderText('left: ' + ship.body.touching.left, 32, 110);
|
||||
game.debug.renderText('right: ' + ship.body.touching.right, 32, 130);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,45 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a(nother) new beginning</title>
|
||||
<script src="../src/Phaser.js"></script>
|
||||
<script src="../src/system/RequestAnimationFrame.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/math/Math.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.js"></script>
|
||||
<script src="../src/loader/Cache.js"></script>
|
||||
<script src="../src/loader/Loader.js"></script>
|
||||
<script src="../src/Game.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<pre id="raf">?</pre>
|
||||
<pre id="time">Game Time: </pre>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600, null, null, update);
|
||||
|
||||
document.getElementById('raf').innerHTML = 'Browser using requestAnimationFrame: ' + game.raf.isRAF();
|
||||
|
||||
function update() {
|
||||
document.getElementById('time').innerHTML = 'Game Time: ' + game.time.now;
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,22 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var game = new Phaser.Game();
|
||||
|
||||
var r = new Phaser.Rectangle(0,0,100,100);
|
||||
|
||||
console.log(r);
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,42 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var tempSprite = game.add.sprite(0, 0, 'atari1');
|
||||
tempSprite.visible = false;
|
||||
|
||||
var renderTexture = game.add.renderTexture('fuji', 320, 200);
|
||||
renderTexture.render(tempSprite);
|
||||
|
||||
var texturedSprite = game.add.sprite(400, 300, renderTexture);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,25 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a(nother) new beginning</title>
|
||||
<script src="../src/Phaser.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/Game.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
console.log(game.rnd.integer());
|
||||
console.log(game.rnd.frac());
|
||||
console.log(game.rnd.real());
|
||||
console.log(game.rnd.integerInRange(100,200));
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,35 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a(nother) new beginning</title>
|
||||
<script src="../src/Phaser.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/Game.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
function action(aString, aNumber, aObject) {
|
||||
|
||||
console.log('Signal received:', aString, aNumber, aObject);
|
||||
|
||||
}
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
// create a new signal
|
||||
var s = new Phaser.Signal();
|
||||
|
||||
// add a listener to it (the 'action' function)
|
||||
s.add(action, this);
|
||||
|
||||
// dispatch it with some parameters
|
||||
s.dispatch('Atari forever', 520, { x: 100, y: 200 });
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,54 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('atari2', 'assets/sprites/atari800xl.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.sprite(0, 0, 'grid');
|
||||
|
||||
atari1 = game.add.sprite(128, 128, 'atari1');
|
||||
atari2 = game.add.sprite(256, 256, 'atari2');
|
||||
|
||||
// Input Enable the sprites
|
||||
atari1.inputEnabled = true;
|
||||
atari2.inputEnabled = true;
|
||||
|
||||
// Allow dragging
|
||||
// enableDrag parameters = (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite)
|
||||
atari1.input.enableDrag();
|
||||
atari2.input.enableDrag();
|
||||
|
||||
// Enable snapping. For the atari1 sprite it will snap as its dragged around and on release.
|
||||
// The snap is set to every 32x32 pixels.
|
||||
atari1.input.enableSnap(32, 32, true, true);
|
||||
|
||||
// For the atari2 sprite it will snap only when released, not on drag.
|
||||
atari2.input.enableSnap(32, 32, false, true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,71 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('disk', 'assets/sprites/ra_dont_crack_under_pressure.png');
|
||||
|
||||
// Firefox doesn't support mp3 files, so use ogg
|
||||
game.load.audio('boden', ['assets/audio/bodenstaendig_2000_in_rock_4bit.mp3', 'assets/audio/bodenstaendig_2000_in_rock_4bit.ogg']);
|
||||
|
||||
}
|
||||
|
||||
var s;
|
||||
var music;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#182d3b';
|
||||
game.input.touch.preventDefault = false;
|
||||
|
||||
music = game.add.audio('boden');
|
||||
music.play();
|
||||
|
||||
s = game.add.sprite(game.world.centerX, game.world.centerY, 'disk');
|
||||
s.anchor.setTo(0.5, 0.5);
|
||||
|
||||
game.input.onDown.add(changeVolume, this);
|
||||
|
||||
}
|
||||
|
||||
function changeVolume(pointer) {
|
||||
|
||||
if (pointer.y < 300)
|
||||
{
|
||||
music.volume += 0.1;
|
||||
}
|
||||
else
|
||||
{
|
||||
music.volume -= 0.1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
s.rotation += 0.01;
|
||||
}
|
||||
|
||||
function render() {
|
||||
game.debug.renderSoundInfo(music, 20, 32);
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,43 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
var bunny;
|
||||
|
||||
function preload() {
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var test = new Phaser.Sprite(game, 0, 0, 'mushroom');
|
||||
|
||||
test.x = 200;
|
||||
|
||||
game.world.add(test);
|
||||
|
||||
console.log(test.alpha);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,55 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
var bunny;
|
||||
|
||||
function preload() {
|
||||
// 37x45 is the size of each frame
|
||||
// There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some
|
||||
// blank frames at the end, so we tell the loader how many to load
|
||||
game.load.spritesheet('ms', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
bunny = game.add.sprite(40, 100, 'ms');
|
||||
|
||||
bunny.animations.add('walk');
|
||||
|
||||
bunny.animations.play('walk', 50, true);
|
||||
|
||||
game.add.tween(bunny).to({ x: game.width }, 10000, Phaser.Easing.Linear.None, true);
|
||||
|
||||
}
|
||||
|
||||
// update isn't called until 'create' has completed. If you need to process stuff before that point (i.e. while the preload is still happening)
|
||||
// then create a function called loadUpdate() and use that
|
||||
function update() {
|
||||
|
||||
if (bunny.x >= 300)
|
||||
{
|
||||
bunny.scale.x += 0.01;
|
||||
bunny.scale.y += 0.01;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,65 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }, false, false);
|
||||
|
||||
var timer = 0;
|
||||
var total = 0;
|
||||
|
||||
function preload() {
|
||||
// 37x45 is the size of each frame
|
||||
// There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some
|
||||
// blank frames at the end, so we tell the loader how many to load
|
||||
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
releaseMummy();
|
||||
|
||||
}
|
||||
|
||||
function releaseMummy() {
|
||||
|
||||
var mummy = game.add.sprite(-(Math.random() * 800), game.world.randomY, 'mummy');
|
||||
|
||||
mummy.scale.setTo(2, 2);
|
||||
// If you prefer to work in degrees rather than radians then you can use Phaser.Sprite.angle
|
||||
// otherwise use Phaser.Sprite.rotation
|
||||
mummy.angle = game.rnd.angle();
|
||||
mummy.animations.add('walk');
|
||||
mummy.animations.play('walk', 50, true);
|
||||
|
||||
game.add.tween(mummy).to({ x: game.width + (1600 + mummy.x) }, 20000, Phaser.Easing.Linear.None, true);
|
||||
|
||||
total++;
|
||||
timer = game.time.now + 100;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (total < 200 && game.time.now > timer)
|
||||
{
|
||||
releaseMummy();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,70 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
}
|
||||
|
||||
var s;
|
||||
|
||||
function create() {
|
||||
|
||||
// game.world._stage.backgroundColorString = '#182d3b';
|
||||
|
||||
s = game.add.sprite(game.world.centerX, game.world.centerY, 'bot');
|
||||
// s.anchor.setTo(0.5, 0.5);
|
||||
s.scale.setTo(2, 2);
|
||||
|
||||
s.animations.add('run');
|
||||
s.animations.play('run', 10, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
s.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
s.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
s.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
s.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(s, false, false);
|
||||
game.debug.renderSpriteInfo(s, 20, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,56 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
// Here is a custom game object
|
||||
MonsterBunny = function (game, x, y) {
|
||||
|
||||
Phaser.Sprite.call(this, game, x, y, 'bunny');
|
||||
|
||||
};
|
||||
|
||||
MonsterBunny.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
|
||||
MonsterBunny.prototype.constructor = MonsterBunny;
|
||||
|
||||
/**
|
||||
* Automatically called by World.update
|
||||
*/
|
||||
MonsterBunny.prototype.update = function() {
|
||||
|
||||
this.angle++;
|
||||
|
||||
};
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('bunny', 'assets/sprites/bunny.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var wabbit = new MonsterBunny(game, 400, 300);
|
||||
wabbit.lifespan = 3000;
|
||||
wabbit.anchor.setTo(0.5, 0.5);
|
||||
|
||||
game.add.existing(wabbit);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,55 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }, false, true);
|
||||
|
||||
var bunny;
|
||||
|
||||
function preload() {
|
||||
game.load.image('bunny', 'assets/sprites/bunny.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var base = new PIXI.BaseTexture(game.cache.getImage('bunny'));
|
||||
var texture = new PIXI.Texture(base);
|
||||
bunny = new PIXI.Sprite(texture);
|
||||
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
|
||||
bunny.position.x = game.world.centerX;
|
||||
bunny.position.y = game.world.centerY;
|
||||
|
||||
game.world.add(bunny);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.paused == false)
|
||||
{
|
||||
bunny.rotation += 0.01;
|
||||
// bunny.scale.x += 0.01;
|
||||
// bunny.scale.y += 0.01;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,66 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }, false, true);
|
||||
|
||||
var bunny;
|
||||
|
||||
function preload() {
|
||||
game.load.atlasJSONHash('monsters', 'assets/sprites/pixi_monsters.png', 'assets/sprites/pixi_monsters.json');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// This is created by the very act of loading a texture atlas in
|
||||
frameData = game.cache.getFrameData('monsters');
|
||||
|
||||
// Both of these work - they look fugly I know, but they'll be hidden behind a Phaser Sprite anyway
|
||||
bunny = PIXI.Sprite.fromFrame(frameData.getFrame(0).uuid);
|
||||
// bunny = PIXI.Sprite.fromFrame(frameData.getFrameByName('skully.png').uuid);
|
||||
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
|
||||
bunny.position.x = game.world.centerX;
|
||||
bunny.position.y = game.world.centerY;
|
||||
|
||||
game.world.add(bunny);
|
||||
|
||||
n = game.time.now + 1000;
|
||||
|
||||
}
|
||||
|
||||
var frameData;
|
||||
var f = 0;
|
||||
var n = 0;
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.time.now > n)
|
||||
{
|
||||
f = game.math.wrapValue(f, 1, 4);
|
||||
|
||||
bunny.setTexture(PIXI.TextureCache[frameData.getFrame(f).uuid]);
|
||||
|
||||
n = game.time.now + 500;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,68 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update }, false, false);
|
||||
|
||||
var bunny;
|
||||
|
||||
function preload() {
|
||||
game.load.spritesheet('metalslug', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// This is created by the very act of loading a sprite sheet in
|
||||
frameData = game.cache.getFrameData('metalslug');
|
||||
|
||||
// Both of these work - they look fugly I know, but they'll be hidden behind a Phaser Sprite anyway
|
||||
bunny = PIXI.Sprite.fromFrame(frameData.getFrame(0).uuid);
|
||||
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
|
||||
bunny.scale.x = 6;
|
||||
bunny.scale.y = 6;
|
||||
|
||||
bunny.position.x = game.world.centerX;
|
||||
bunny.position.y = game.world.centerY;
|
||||
|
||||
game.world.add(bunny);
|
||||
|
||||
n = game.time.now + 20;
|
||||
|
||||
}
|
||||
|
||||
var frameData;
|
||||
var f = 0;
|
||||
var n = 0;
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.time.now > n)
|
||||
{
|
||||
f = game.math.wrapValue(f, 1, frameData.total);
|
||||
|
||||
bunny.setTexture(PIXI.TextureCache[frameData.getFrame(f).uuid]);
|
||||
|
||||
n = game.time.now + 40;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,31 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { create: create });
|
||||
|
||||
function create() {
|
||||
|
||||
// You can set the stage color using a hex value:
|
||||
game.stage.backgroundColor = '#550000';
|
||||
|
||||
// Or a direct color value:
|
||||
game.stage.backgroundColor = 0xbbaa44;
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,85 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.image('player', 'assets/sprites/phaser-dude.png');
|
||||
|
||||
}
|
||||
|
||||
var map;
|
||||
var p;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#787878';
|
||||
|
||||
map = game.add.tilemap(0, 0, 'mario');
|
||||
|
||||
// floor
|
||||
map.setCollisionRange(80, 97, true, true, true, true);
|
||||
|
||||
// one-ways
|
||||
map.setCollisionRange(15, 17, true, true, false, true);
|
||||
|
||||
p = game.add.sprite(32, 32, 'player');
|
||||
|
||||
p.body.bounce.y = 0.4;
|
||||
p.body.collideWorldBounds = true;
|
||||
|
||||
game.camera.follow(p);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
map.collide(p);
|
||||
|
||||
p.body.velocity.x = 0;
|
||||
p.body.acceleration.y = 500;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
p.body.velocity.x = -150;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
p.body.velocity.x = 150;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
if (p.body.touching.down)
|
||||
{
|
||||
p.body.velocity.y = -200;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(p);
|
||||
game.debug.renderSpriteCollision(p, 32, 320);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,79 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var BigGame = function(context) {
|
||||
|
||||
console.log(context);
|
||||
console.log(context['hello']);
|
||||
// this.pendingCallback = callback;
|
||||
this.pendingCallback = context['hello'];
|
||||
|
||||
var _this = this;
|
||||
|
||||
this._onLoop = function () {
|
||||
return _this.boot();
|
||||
}
|
||||
|
||||
if (document.readyState === 'complete' || document.readyState === 'interactive')
|
||||
{
|
||||
window.setTimeout(this._onLoop, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.addEventListener('DOMContentLoaded', this._onLoop, false);
|
||||
window.addEventListener('load', this._onLoop, false);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
BigGame.prototype = {
|
||||
|
||||
isBooted: false,
|
||||
pendingCallback: null,
|
||||
_onLoop: null,
|
||||
|
||||
boot: function () {
|
||||
|
||||
if (this.isBooted) {
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
document.removeEventListener('DOMContentLoaded', this._onLoop);
|
||||
window.removeEventListener('load', this._onLoop);
|
||||
|
||||
this.pendingCallback();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
check: function () {
|
||||
console.log(Math.random());
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
(function () {
|
||||
|
||||
// because this is in a closure we have to pass a reference to the function directly, it can't guess it
|
||||
// var bob = new BigGame(hello);
|
||||
//var bob = new BigGame(this);
|
||||
|
||||
function hello() {
|
||||
console.log('hello world 2');
|
||||
console.log(bob);
|
||||
bob.check();
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,31 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { create: create });
|
||||
|
||||
function create() {
|
||||
|
||||
var text = "- phaser -\nwith a sprinkle of\npixi dust";
|
||||
var style = { font: "65px Arial", fill: "#ff0044", align: "center" };
|
||||
|
||||
game.add.text(game.world.centerX, game.world.centerY, text, style).anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,41 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { create: create, update: update, render: render });
|
||||
var s;
|
||||
|
||||
function create() {
|
||||
|
||||
var text = "--- phaser ---\nwith a sprinkle of\npixi dust";
|
||||
var style = { font: "bold 40pt Arial", fill: "#ffffff", align: "center", stroke: "#258acc", strokeThickness: 8 };
|
||||
|
||||
s = game.add.text(game.world.centerX, game.world.centerY, text, style);
|
||||
s.anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
s.angle += 1;
|
||||
}
|
||||
|
||||
function render() {
|
||||
game.debug.renderSpriteCorners(s, true, true);
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,82 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 480, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
var content = [
|
||||
" ",
|
||||
"photon storm presents",
|
||||
"a phaser production",
|
||||
" ",
|
||||
"Kern of Duty",
|
||||
" ",
|
||||
"directed by rich davey",
|
||||
"rendering by mat groves",
|
||||
" ",
|
||||
"03:45, November 4th, 2014",
|
||||
"somewhere in the north pacific",
|
||||
"mission control bravo ...",
|
||||
];
|
||||
|
||||
var t = 0;
|
||||
var s;
|
||||
var index = 0;
|
||||
var line = '';
|
||||
|
||||
function preload() {
|
||||
game.load.image('cod', 'assets/pics/cod.jpg');
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.sprite(0, 0, 'cod');
|
||||
|
||||
var style = { font: "30pt Courier", fill: "#19cb65", stroke: "#119f4e", strokeThickness: 2 };
|
||||
|
||||
s = game.add.text(32, 380, '', style);
|
||||
t = game.time.now + 80;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.time.now > t && index < content.length)
|
||||
{
|
||||
// get the next character in the line
|
||||
if (line.length < content[index].length)
|
||||
{
|
||||
line = content[index].substr(0, line.length + 1);
|
||||
s.setText(line);
|
||||
t = game.time.now + 80;
|
||||
}
|
||||
else
|
||||
{
|
||||
t = game.time.now + 2000;
|
||||
|
||||
if (index < content.length)
|
||||
{
|
||||
index++;
|
||||
line = '';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,62 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('catastrophi', 'assets/tiles/catastrophi_tiles_16.png', 'assets/maps/catastrophi_level2.csv', null, Phaser.Tilemap.CSV);
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// This creates the tilemap using the csv and tile sheet we loaded.
|
||||
// We tell it use to CSV format parser. The 16x16 are the tile sizes.
|
||||
// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
|
||||
|
||||
game.add.tilemap(0, 0, 'catastrophi', true, 16, 16);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.x -= 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 8;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,63 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('disk', 'assets/sprites/p2.jpeg');
|
||||
}
|
||||
|
||||
var s;
|
||||
var count = 0;
|
||||
|
||||
function create() {
|
||||
s = game.add.tileSprite(0, 0, 512, 512, 'disk');
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
count += 0.005
|
||||
|
||||
s.tileScale.x = 2 + Math.sin(count);
|
||||
s.tileScale.y = 2 + Math.cos(count);
|
||||
|
||||
s.tilePosition.x += 1;
|
||||
s.tilePosition.y += 1;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
s.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
s.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
s.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
s.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,54 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
var s;
|
||||
|
||||
function preload() {
|
||||
game.load.image('disk', 'assets/misc/starfield.jpg');
|
||||
}
|
||||
|
||||
function create() {
|
||||
s = game.add.tileSprite(0, 0, 800, 600, 'disk');
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
s.tilePosition.x += 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
s.tilePosition.x -= 8;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
s.tilePosition.y += 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
s.tilePosition.y -= 8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,62 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('ship', 'assets/sprites/mana_card.png');
|
||||
}
|
||||
|
||||
var a;
|
||||
var p = new Phaser.Point;
|
||||
|
||||
function create() {
|
||||
|
||||
a = game.add.sprite(game.world.centerX, game.world.centerX, 'ship');
|
||||
a.name = 'sh';
|
||||
a.inputEnabled = true;
|
||||
a.angle = 30;
|
||||
|
||||
a.events.onInputDown.add(clicked, this);
|
||||
|
||||
}
|
||||
|
||||
function clicked (sprite, pointer) {
|
||||
|
||||
sprite.alpha -= 0.1;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
// game.debug.renderText('over: ' + a.input.checkPointerOver(game.input.activePointer), 32, 32);
|
||||
|
||||
|
||||
// game.debug.renderPoint(p, 'rgb(255,255,0)');
|
||||
// game.debug.renderText('px: ' + game.input.activePointer.x, 32, 32);
|
||||
// game.debug.renderText('py: ' + game.input.activePointer.y, 32, 64);
|
||||
// game.debug.renderPointer(game.input.activePointer);
|
||||
game.debug.renderSpriteInputInfo(a, 32, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,47 +0,0 @@
|
|||
<!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/math/Math.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
var test = { x: 0 };
|
||||
|
||||
var tween = game.tweens.create(test);
|
||||
|
||||
tween.onComplete.add(onComplete, this);
|
||||
|
||||
tween.to({x: 100}, 1000, Phaser.Easing.Linear.None, true);
|
||||
|
||||
function onComplete() {
|
||||
console.log('tween finished, new data: ', test);
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,42 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var tempSprite = game.add.sprite(0, 0, 'atari1');
|
||||
|
||||
game.add.tween(tempSprite).to({ x: 600 }, 4000, Phaser.Easing.Linear.None, true);
|
||||
game.add.tween(tempSprite).to({ y: 500 }, 4000, Phaser.Easing.Linear.None, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,141 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a(nother) new beginning</title>
|
||||
<script src="../src/Phaser.js"></script>
|
||||
|
||||
<script src="../src/pixi/Pixi.js"></script>
|
||||
<script src="../src/pixi/InteractionManager.js"></script>
|
||||
<script src="../src/pixi/core/Circle.js"></script>
|
||||
<script src="../src/pixi/core/Ellipse.js"></script>
|
||||
<script src="../src/pixi/core/Matrix.js"></script>
|
||||
<script src="../src/pixi/core/Point.js"></script>
|
||||
<script src="../src/pixi/core/Polygon.js"></script>
|
||||
<script src="../src/pixi/core/Rectangle.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="../src/pixi/display/Sprite.js"></script>
|
||||
<script src="../src/pixi/display/MovieClip.js"></script>
|
||||
<script src="../src/pixi/display/Stage.js"></script>
|
||||
<script src="../src/pixi/extras/CustomRenderable.js"></script>
|
||||
<script src="../src/pixi/extras/Strip.js"></script>
|
||||
<script src="../src/pixi/extras/Rope.js"></script>
|
||||
<script src="../src/pixi/extras/Spine.js"></script>
|
||||
<script src="../src/pixi/extras/TilingSprite.js"></script>
|
||||
<script src="../src/pixi/filters/FilterBlock.js"></script>
|
||||
<script src="../src/pixi/filters/MaskFilter.js"></script>
|
||||
<script src="../src/pixi/primitives/Graphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLBatch.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderGroup.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLShaders.js"></script>
|
||||
<script src="../src/pixi/text/BitmapText.js"></script>
|
||||
<script src="../src/pixi/text/Text.js"></script>
|
||||
<script src="../src/pixi/textures/BaseTexture.js"></script>
|
||||
<script src="../src/pixi/textures/Texture.js"></script>
|
||||
<script src="../src/pixi/textures/RenderTexture.js"></script>
|
||||
<script src="../src/pixi/utils/Detector.js"></script>
|
||||
<script src="../src/pixi/utils/EventTarget.js"></script>
|
||||
<script src="../src/pixi/utils/Polyk.js"></script>
|
||||
<script src="../src/pixi/utils/Utils.js"></script>
|
||||
|
||||
<script src="../src/system/RequestAnimationFrame.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/core/PluginManager.js"></script>
|
||||
<script src="../src/core/Plugin.js"></script>
|
||||
<script src="../src/math/RandomDataGenerator.js"></script>
|
||||
<script src="../src/math/Math.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/net/Net.js"></script>
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/Parser.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">
|
||||
|
||||
var game = new Phaser.Game(this, '', 800, 600);
|
||||
|
||||
// PIXI it
|
||||
var stage = new PIXI.Stage(0x000044);
|
||||
var renderer = PIXI.autoDetectRenderer(800, 600);
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
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();
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
var bunny;
|
||||
|
||||
function loadCompleted() {
|
||||
|
||||
console.log('Loader finished, creating base textures');
|
||||
|
||||
// Create a basetexture
|
||||
var base = new PIXI.BaseTexture(game.cache.getImage('overdose'));
|
||||
var texture = new PIXI.Texture(base);
|
||||
bunny = new PIXI.Sprite(texture);
|
||||
|
||||
// center the sprites anchor point
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
|
||||
// move the sprite t the center of the screen
|
||||
bunny.position.x = 200;
|
||||
bunny.position.y = 150;
|
||||
|
||||
stage.addChild(bunny);
|
||||
|
||||
requestAnimFrame(animate);
|
||||
}
|
||||
|
||||
function animate() {
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
// just for fun, lets rotate mr rabbit a little
|
||||
bunny.rotation += 0.1;
|
||||
bunny.scale.x += 0.01;
|
||||
bunny.scale.y += 0.01;
|
||||
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,106 +0,0 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
// Lots of assets
|
||||
game.load.image('stars', 'assets/misc/starfield.jpg');
|
||||
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||||
|
||||
}
|
||||
|
||||
var camSpeed = 8;
|
||||
var s;
|
||||
|
||||
function create() {
|
||||
|
||||
// Make our world big ...
|
||||
game.world.setSize(4000, 2000);
|
||||
|
||||
// Scrolling background
|
||||
s = game.add.tileSprite(0, 0, 800, 600, 'stars');
|
||||
s.scrollFactor.setTo(0, 0);
|
||||
|
||||
// Now let's create loads of stuff moving around it
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var temp = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
|
||||
temp.body.velocity.setTo(50 + Math.random() * 90, 50 + Math.random() * 90);
|
||||
temp.body.bounce.setTo(1, 1);
|
||||
temp.body.collideWorldBounds = true;
|
||||
|
||||
var temp = game.add.sprite(game.world.randomX, game.world.randomY, 'atari1');
|
||||
temp.body.velocity.setTo(10 + Math.random() * 90, 10 + Math.random() * 90);
|
||||
temp.body.bounce.setTo(1, 1);
|
||||
temp.body.collideWorldBounds = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.x -= camSpeed;
|
||||
|
||||
if (!game.camera.atLimit.x)
|
||||
{
|
||||
s.tilePosition.x += camSpeed;
|
||||
}
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += camSpeed;
|
||||
|
||||
if (!game.camera.atLimit.x)
|
||||
{
|
||||
s.tilePosition.x -= camSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= camSpeed;
|
||||
|
||||
if (!game.camera.atLimit.y)
|
||||
{
|
||||
s.tilePosition.y += camSpeed;
|
||||
}
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += camSpeed;
|
||||
|
||||
if (!game.camera.atLimit.y)
|
||||
{
|
||||
s.tilePosition.y -= camSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderCameraInfo(game.camera, 32, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
File diff suppressed because it is too large
Load diff
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue