Yeaah, 242 examples working, only 7 missing

This commit is contained in:
alvinsight 2014-03-13 17:32:00 +00:00
parent 8a4d5ab8fd
commit 726c42310a
5 changed files with 36 additions and 782 deletions

View file

@ -7,7 +7,7 @@
*
* Phaser - http://www.phaser.io
*
* v2.0.0 "Aes Sedai" - Built: Thu Mar 13 2014 16:07:29
* v2.0.0 "Aes Sedai" - Built: Thu Mar 13 2014 16:47:24
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -9603,7 +9603,7 @@ PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
*
* Phaser - http://www.phaser.io
*
* v2.0.0 "Aes Sedai" - Built: Thu Mar 13 2014 16:07:29
* v2.0.0 "Aes Sedai" - Built: Thu Mar 13 2014 16:47:24
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -18889,7 +18889,7 @@ Phaser.Input = function (game) {
/**
* @property {Phaser.Gestures} gestures - The Gestures manager.
*/
this.gestures = null;
// this.gestures = null;
/**
* @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down.
@ -18985,7 +18985,7 @@ Phaser.Input.prototype = {
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.gamepad = new Phaser.Gamepad(this.game);
this.gestures = new Phaser.Gestures(this.game);
// this.gestures = new Phaser.Gestures(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
@ -19026,7 +19026,7 @@ Phaser.Input.prototype = {
this.touch.stop();
this.mspointer.stop();
this.gamepad.stop();
this.gestures.stop();
// this.gestures.stop();
this.moveCallback = null;
@ -19115,7 +19115,7 @@ Phaser.Input.prototype = {
this._pollCounter = 0;
if (this.gestures.active) { this.gestures.update(); }
// if (this.gestures.active) { this.gestures.update(); }
},
@ -24399,751 +24399,6 @@ Phaser.InputHandler.prototype = {
Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;
/**
* @author Antony Woods <antony@teamwoods.org>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser - Gestures constructor.
*
* @class Phaser.Gestures
* @classdesc An object for controlling the detection of global gestures.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Gestures = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} active - If true, the Gestures class will attempt to detect gestures
* @default
*/
this.active = false;
/**
* @property {Array} _gestures - A list of gestures that we're currently tracking.
* @default
*/
this._gestures = [];
/**
* @property {Array} _pointers - A list of of pointers that are in the process of being detected
* @default
*/
this._pointers = [];
/**
* Update pointer state
*/
this.game.input.setMoveCallback(function (pointer) {
if (this.active)
{
this._updatePointerState(pointer);
}
}, this);
};
Phaser.Gestures.prototype = {
/**
* Add a new pointer and gesture type to the detection system
* @method Phaser.Gestures#add
* @param {Phaser.Gestures} gesture - a gesture that we wish to detect (i.e. Phaser.Gesture.SwipeLeft)
* @param {function} onGestureUpdated - a callback for when the gesture updates (returns with valid data)
*/
add: function (gesture, onGestureUpdated) {
this.add(gesture, onGestureUpdated, null, null);
},
/**
* Add a new pointer and gesture type to the detection system
* @method Phaser.Gestures#add
* @param {Phaser.Gestures} gesture - a gesture that we wish to detect (i.e. Phaser.Gesture.SwipeLeft)
* @param {function} onGestureUpdated - a callback for when the gesture updates (returns with valid data)
* @param {function} onGestureStarted - a callback for when the gesture starts (begins detection)
* @param {function} onGestureStopped - a callback for when the gesture stops (ends detection)
*/
add: function (gesture, onGestureUpdated, onGestureStarted, onGestureStopped) {
var gestureObject = {
gesture: new gesture(),
hasStarted: false,
onGestureStarted: onGestureStarted,
onGestureUpdated: onGestureUpdated,
onGestureStopped: onGestureStopped,
}
this._gestures.push(gestureObject);
},
/**
* Remove a pointer and gesture combination from the detection system
* @method Phaser.Gestures#remove
* @param {Phaser.Gestures} gesture - a gesture that we no longer wish to detect (i.e. Phaser.Gesture.SwipeLeft)
*/
remove: function (gesture) {
for (var i = this._gestures.length - 1; i >= 0; --i)
{
if (this._gestures[i].gesture.name == new gesture().name)
{
delete this._gestures[i];
}
}
this._gestures = this._gestures.filter(function(a){return typeof a !== 'undefined';});
},
/**
* Update function, called whenever a pointer triggers an event.
* @method Phaser.Gestures#update
*/
update: function () {
if (this.active && this._pointers.length > 0)
{
var hasPointers = this._pointers.filter(function(p){return p.isDown;}).length > 0;
for (var i = this._gestures.length - 1; i >= 0; --i)
{
if (!this._gestures[i].hasStarted)
{
this._gestures[i].hasStarted = true;
this._gestures[i].gesture.start(this._pointers);
if (this._gestures[i].onGestureStarted != null)
{
this._gestures[i].onGestureStarted();
}
}
else
{
var result = this._gestures[i].gesture.update(this._pointers);
if (result)
{
var data = this._gestures[i].gesture.getData();
if (this._gestures[i].onGestureUpdated != null)
{
this._gestures[i].onGestureUpdated(data);
}
}
if (!hasPointers)
{
this._gestures[i].gesture.stop(this._pointers);
this._gestures[i].hasStarted = false;
if (this._gestures[i].onGestureStopped != null)
{
this._gestures[i].onGestureStopped();
}
}
}
}
this._pointers = this._pointers.filter(function(p){return p.isDown;});
}
},
/**
* Updates internal pointer state
* @method Phaser.Gestures#update
* @param {Phaser.Pointer} pointer - the pointer that triggered this update
*/
_updatePointerState: function (pointer) {
var pointerObject = null;
for (var i = this._pointers.length - 1; i >= 0; --i)
{
if (this._pointers[i].pointer == pointer)
{
pointerObject = this._pointers[i];
break;
}
}
if (pointerObject == null && pointer.isDown)
{
pointerObject = {
pointer: pointer,
justPressed: true,
isUp: false,
isDown: true
}
this._pointers.push(pointerObject);
}
else if (pointerObject != null)
{
pointerObject.justPressed = false;
pointerObject.isDown = pointer.isDown;
pointerObject.isUp = pointer.isUp;
}
}
};
Phaser.Gestures.prototype.constructor = Phaser.Gestures;
/* ---------------------------------------- */
Phaser.Gestures.Helpers = {
/**
* Finds or creates a local 'pointer' object from a given array
*
* @method Phaser.Gestures.Helpers#createOrFindPointerData
* @param {Array} - an array of objects that expose 'pointer' as a field.
* @param {Phaser.Point} - the pointer object we're attempting to find.
*/
createOrFindPointerData: function(pointerArray, pointer) {
var pointerObject = null;
for (var i = pointerArray.length - 1; i >= 0; --i)
{
if (pointerArray[i].pointer == pointer)
{
pointerObject = pointerArray[i];
break;
}
}
if (pointerObject == null)
{
pointerObject = {
pointer:pointer,
isNew: true
}
pointerArray.push(pointerObject);
}
return pointerObject;
}
};
Phaser.Gesture = {};
/**
* Swipe-Left detection
*
* @class Phaser.Gesture.SwipeLeft
*/
Phaser.Gesture.SwipeLeft = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {String} - the name of the gesture
* @default
*/
this.name = "SwipeLeft";
/**
* @property {Array} _deltaXPerPointer - A list of delta X value for each pointer.
* @default
*/
this._pointerData = [];
};
Phaser.Gesture.SwipeLeft.prototype = {
/**
* Find a pointer data object using the helper
*
* @method Phaser.Gesture.SwipeLeft#_createOrFindPointerData
* @param {Phaser.Pointer} - the pointer for which we want to retrieve data
*/
_createOrFindPointerData: function (pointer) {
var ptrObject = Phaser.Gestures.Helpers.createOrFindPointerData(this._pointerData, pointer);
if (ptrObject.isNew)
{
ptrObject.isNew = false;
ptrObject.lastX = pointer.pointer.x;
ptrObject.lastY = pointer.pointer.y;
ptrObject.hasTriggered = false;
}
return ptrObject;
},
/**
* Start detection process for gesture, called when a pointer touches the screen
*
* @method Phaser.Gesture.SwipeLeft#update
* @param {Array} - an array to all the current pointers
*/
start: function (pointers) {
for (var i = pointers.length - 1; i >=0; --i)
{
this._createOrFindPointerData(pointers[i]);
}
},
/**
* Update during the detection of a gesture, called when a pointer moves
*
* @method Phaser.Gesture.SwipeLeft#update
* @param {Array} - an array to all the current pointers
* @returns {boolean} True, if the gesture has been detected and can return some tangible information.
*/
update: function (pointers) {
for (var i = pointers.length - 1; i >=0; --i)
{
var ptrObject = this._createOrFindPointerData(pointers[i]);
if (ptrObject.pointer.isDown && !ptrObject.hasTriggered)
{
var currentX = pointers[i].pointer.x;
var deltaX = ptrObject.lastX - currentX;
ptrObject.lastX = currentX;
if (deltaX > 100)
{
ptrObject.hasTriggered = true;
return true;
}
}
}
return false
},
/**
* Stop detection process for gesture, called when a pointer leaves the screen
*
* @method Phaser.Gesture.SwipeLeft#update
* @param {Array} - an array to all the current pointers
*/
stop: function (pointers) {
this._pointerData = [];
},
/**
* Fetches the current relevant data for this gesture
*
* @method Phaser.Gesture.SwipeLeft#getData
* @returns {object} an object with data relating to the current state of this gesture
*/
getData: function () {
return { didSwipe: true };
}
}
Phaser.Gesture.SwipeLeft.prototype.constructor = Phaser.Gesture.SwipeLeft;
/**
* Swipe-Right detection
*
* @class Phaser.Gesture.SwipeRight
*/
Phaser.Gesture.SwipeRight = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {String} - the name of the gesture
* @default
*/
this.name = "SwipeRight";
/**
* @property {Array} _pointerData - A pointer data array.
* @default
*/
this._pointerData = [];
};
Phaser.Gesture.SwipeRight.prototype = {
/**
* Find a pointer data object using the helper
*
* @method Phaser.Gesture.SwipeRight#_createOrFindPointerData
* @private
* @param {Phaser.Pointer} - the pointer for which we want to retrieve data
*/
_createOrFindPointerData: function(pointer) {
var ptrObject = Phaser.Gestures.Helpers.createOrFindPointerData(this._pointerData, pointer);
if (ptrObject.isNew)
{
ptrObject.isNew = false;
ptrObject.lastX = pointer.pointer.x;
ptrObject.lastY = pointer.pointer.y;
ptrObject.hasTriggered = false;
}
return ptrObject;
},
/**
* Start detection process for gesture, called when a pointer touches the screen
*
* @method Phaser.Gesture.SwipeRight#update
* @param {Array} - an array to all the current pointers
*/
start: function (pointers) {
for (var i = pointers.length - 1; i >=0; --i)
{
this._createOrFindPointerData(pointers[i]);
}
},
/**
* Update during the detection of a gesture, called when a pointer moves
*
* @method Phaser.Gesture.SwipeRight#update
* @param {Array} - an array to all the current pointers
* @returns {boolean} True, if the gesture has been detected and can return some tangible information.
*/
update: function (pointers) {
for (var i = pointers.length - 1; i >=0; --i)
{
var ptrObject = this._createOrFindPointerData(pointers[i]);
if (ptrObject.pointer.isDown && !ptrObject.hasTriggered)
{
var currentX = pointers[i].pointer.x;
var deltaX = ptrObject.lastX - currentX;
ptrObject.lastX = currentX;
if (deltaX < -100)
{
ptrObject.hasTriggered = true;
return true;
}
}
}
return false
},
/**
* Stop detection process for gesture, called when a pointer leaves the screen
*
* @method Phaser.Gesture.SwipeRight#update
* @param {Array} - an array to all the current pointers
*/
stop: function (pointers) {
this._pointerData = [];
},
/**
* Fetches the current relevant data for this gesture
*
* @method Phaser.Gesture.SwipeRight#getData
* @returns {object} an object with data relating to the current state of this gesture
*/
getData: function () {
return { didSwipe: true };
}
}
Phaser.Gesture.SwipeRight.prototype.constructor = Phaser.Gesture.SwipeRight;
/**
* Swipe-Down detection
*
* @class Phaser.Gesture.SwipeDown
*/
Phaser.Gesture.SwipeDown = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {String} - the name of the gesture
* @default
*/
this.name = "SwipeDown";
/**
* @property {Array} _pointerData - Array of pointer data.
* @default
*/
this._pointerData = [];
};
Phaser.Gesture.SwipeDown.prototype = {
/**
* Find a pointer data object using the helper
*
* @method Phaser.Gesture.SwipeDown#_createOrFindPointerData
* @private
* @param {Phaser.Pointer} - the pointer for which we want to retrieve data
*/
_createOrFindPointerData: function (pointer) {
var ptrObject = Phaser.Gestures.Helpers.createOrFindPointerData(this._pointerData, pointer);
if (ptrObject.isNew)
{
ptrObject.isNew = false;
ptrObject.lastX = pointer.pointer.x;
ptrObject.lastY = pointer.pointer.y;
ptrObject.hasTriggered = false;
}
return ptrObject;
},
/**
* Start detection process for gesture, called when a pointer touches the screen
*
* @method Phaser.Gesture.SwipeDown#update
* @param {Array} - an array to all the current pointers
*/
start: function (pointers) {
for (var i = pointers.length - 1; i >=0; --i)
{
this._createOrFindPointerData(pointers[i]);
}
},
/**
* Update during the detection of a gesture, called when a pointer moves
*
* @method Phaser.Gesture.SwipeDown#update
* @param {Array} - an array to all the current pointers
* @returns {boolean} True, if the gesture has been detected and can return some tangible information.
*/
update: function (pointers) {
for (var i = pointers.length - 1; i >=0; --i)
{
var ptrObject = this._createOrFindPointerData(pointers[i]);
if (ptrObject.pointer.isDown && !ptrObject.hasTriggered)
{
var currentY = pointers[i].pointer.y;
var deltaY = ptrObject.lastY - currentY;
ptrObject.lastY = currentY;
if (deltaY < -100)
{
ptrObject.hasTriggered = true;
return true;
}
}
}
return false
},
/**
* Stop detection process for gesture, called when a pointer leaves the screen
*
* @method Phaser.Gesture.SwipeDown#update
* @param {Array} pointers - an array to all the current pointers
*/
stop: function (pointers) {
this._pointerData = [];
},
/**
* Fetches the current relevant data for this gesture
*
* @method Phaser.Gesture.SwipeDown#getData
* @returns {object} an object with data relating to the current state of this gesture
*/
getData: function ( ) {
return { didSwipe: true };
}
}
Phaser.Gesture.SwipeDown.prototype.constructor = Phaser.Gesture.SwipeDown;
/**
* Swipe-Up detection
*
* @class Phaser.Gesture.SwipeUp
*/
Phaser.Gesture.SwipeUp = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {String} - the name of the gesture
* @default
*/
this.name = "SwipeUp";
/**
* @property {Array} _pointerData - Array of pointer data.
* @default
*/
this._pointerData = [];
};
Phaser.Gesture.SwipeUp.prototype = {
/**
* Find a pointer data object using the helper
*
* @method Phaser.Gesture.SwipeUp#_createOrFindPointerData
* @private
* @param {Phaser.Pointer} - the pointer for which we want to retrieve data
*/
_createOrFindPointerData: function (pointer) {
var ptrObject = Phaser.Gestures.Helpers.createOrFindPointerData(this._pointerData, pointer);
if (ptrObject.isNew)
{
ptrObject.isNew = false;
ptrObject.lastX = pointer.pointer.x;
ptrObject.lastY = pointer.pointer.y;
ptrObject.hasTriggered = false;
}
return ptrObject;
},
/**
* Start detection process for gesture, called when a pointer touches the screen
*
* @method Phaser.Gesture.SwipeUp#update
* @param {Array} - an array to all the current pointers
*/
start: function (pointers) {
for (var i = pointers.length - 1; i >=0; --i)
{
this._createOrFindPointerData(pointers[i]);
}
},
/**
* Update during the detection of a gesture, called when a pointer moves
*
* @method Phaser.Gesture.SwipeUp#update
* @param {Array} - an array to all the current pointers
* @returns {boolean} True, if the gesture has been detected and can return some tangible information.
*/
update: function ( pointers ) {
for (var i = pointers.length - 1; i >=0; --i)
{
var ptrObject = this._createOrFindPointerData(pointers[i]);
if (ptrObject.pointer.isDown && !ptrObject.hasTriggered)
{
var currentY = pointers[i].pointer.y;
var deltaY = ptrObject.lastY - currentY;
ptrObject.lastY = currentY;
if (deltaY > 100)
{
ptrObject.hasTriggered = true;
return true;
}
}
}
return false
},
/**
* Stop detection process for gesture, called when a pointer leaves the screen
*
* @method Phaser.Gesture.SwipeUp#update
* @param {Array} - an array to all the current pointers
*/
stop: function (pointers) {
this._pointerData = [];
},
/**
* Fetches the current relevant data for this gesture
*
* @method Phaser.Gesture.SwipeUp#getData
* @returns {object} an object with data relating to the current state of this gesture
*/
getData: function () {
return { didSwipe: true };
}
}
Phaser.Gesture.SwipeUp.prototype.constructor = Phaser.Gesture.SwipeUp;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
@ -43833,7 +43088,7 @@ Phaser.Utils.Debug.prototype = {
var bounds = sprite.getBounds();
this.renderRectangle(bounds, color, filled);
this.rectangle(bounds, color, filled);
},
@ -69258,7 +68513,7 @@ Phaser.Physics.P2.prototype = {
{
if (optimize)
{
right = map.getTileRight(layer, x, y);
var right = map.getTileRight(layer, x, y);
if (width === 0)
{
@ -70010,12 +69265,12 @@ Phaser.Physics.P2.Body.prototype = {
{
if (clearGroup)
{
shapes.collisionGroup = null;
shape.collisionGroup = null;
}
if (clearMask)
{
shapes.collisionMask = null;
shape.collisionMask = null;
}
}
@ -70657,11 +69912,12 @@ Phaser.Physics.P2.Body.prototype = {
path[p][1] = this.world.pxmi(path[p][1]);
}
result = this.data.fromPolygon(path, options);
var result = this.data.fromPolygon(path, options);
this.shapeChanged();
return result
return result;
},
/**
@ -70838,10 +70094,11 @@ Phaser.Physics.P2.Body.prototype = {
this.data.addShape(c, cm);
}
// this.data.adjustCenterOfMass();
this.data.aabbNeedsUpdate = true;
this.shapeChanged();
return true;
}
return false;
@ -70863,13 +70120,13 @@ Phaser.Physics.P2.Body.prototype = {
*/
loadData: function (key, object, options) {
var data = game.cache.getPhysicsData(key, object);
var data = this.game.cache.getPhysicsData(key, object);
if (data && data.shape)
{
this.mass = data.density;
// set friction + bounce here
this.loadPolygon(key, object);
this.loadPolygon(key, object, options);
// TODO set friction + bounce here
}
}
@ -71119,7 +70376,6 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "fixedRotation", {
if (value !== this.data.fixedRotation)
{
this.data.fixedRotation = value;
// update anything?
}
}
@ -71164,11 +70420,6 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "mass", {
{
this.data.mass = value;
this.data.updateMassProperties();
if (value === 0)
{
// this.static = true;
}
}
}
@ -71192,7 +70443,6 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "motionState", {
if (value !== this.data.motionState)
{
this.data.motionState = value;
// update?
}
}
@ -71385,7 +70635,7 @@ Phaser.Physics.P2.BodyDebug = function(game, body, settings) {
* @property {object} defaultSettings - Default debug settings.
* @private
*/
defaultSettings = {
var defaultSettings = {
pixelsPerLengthUnit: 20,
debugPolygons: false,
lineWidth: 1,
@ -71455,7 +70705,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
*/
draw: function() {
var angle, child, color, i, j, lineColor, lw, obj, offset, sprite, v, verts, vrot, _i, _j, _ref, _ref1, _results;
var angle, child, color, i, j, lineColor, lw, obj, offset, sprite, v, verts, vrot, _j, _ref1;
obj = this.body;
sprite = this.canvas;
sprite.clear();
@ -71474,12 +70724,12 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
child = obj.shapes[i];
offset = obj.shapeOffsets[i];
angle = obj.shapeAngles[i];
offset = offset || zero;
offset = offset || 0;
angle = angle || 0;
if (child instanceof p2.Circle)
{
this.drawCircle(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, angle, child.radius * this.ppu, color, lw);
this.drawCircle(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, angle, child.radius * this.ppu, color, lw);
}
else if (child instanceof p2.Convex)
{
@ -71683,12 +70933,11 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
g.lineTo(x, y);
}
}
lastx = x;
lasty = y;
lastx = x;
lasty = y;
}
}
i++;
i++;
}

View file

@ -16,12 +16,12 @@ function create() {
game.stage.backgroundColor = '#2d2d2d';
game.physics.enable(game.world, Phaser.Physics.ARCADE);
// This example will check Sprite vs. Group collision
sprite = game.add.sprite(32, 200, 'phaser');
sprite.name = 'phaser-dude';
game.physics.enable(sprite, Phaser.Physics.ARCADE);
group = game.add.group();
group.enableBody = true;
@ -29,7 +29,7 @@ function create() {
for (var i = 0; i < 50; i++)
{
var c = group.create(game.rnd.integerInRange(100, 770), game.rnd.integerInRange(0, 570), 'veggies', game.rnd.integerInRange(0, 36));
var c = group.create(game.rnd.integerInRange(100, 770), game.rnd.integerInRange(0, 570), 'veggies', game.rnd.integerInRange(0, 35));
c.name = 'veg' + i;
c.body.immovable = true;
}

View file

@ -27,9 +27,11 @@ function create() {
otherSprite.x = (game.width / 2) + 150 ;
otherSprite.y = (game.height / 2) + 150 ;
otherSprite.body.immovable = true ;
game.physics.enable([sprite,otherSprite], Phaser.Physics.ARCADE);
}
function update()

View file

@ -12,6 +12,7 @@ var sprite;
function create() {
sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'ball');
game.physics.enable(sprite, Phaser.Physics.ARCADE);
}
@ -21,7 +22,7 @@ function update() {
if (game.input.mousePointer.isDown)
{
// 400 is the speed it will move towards the mouse
game.physics.moveToPointer(sprite, 400);
game.physics.arcade.moveToPointer(sprite, 400);
// if it's overlapping the mouse, don't move any more
if (Phaser.Rectangle.contains(sprite.body, game.input.x, game.input.y))

View file

@ -17,6 +17,8 @@ function create() {
game.stage.backgroundColor = '#736357';
game.add.text(0,0,'Press one, two or three !',{});
// Here we create 3 hotkeys, keys 1-3 and bind them all to their own functions
key1 = game.input.keyboard.addKey(Phaser.Keyboard.ONE);