This commit is contained in:
Webeled 2013-10-07 20:56:44 +01:00
parent 664c512a99
commit 77b553ac2a
23 changed files with 47 additions and 96 deletions

View file

@ -28,7 +28,7 @@
game.add.tileSprite(0, 0, 2000, 2000, 'background');
game.world.setSize(1400,1400);
game.world.setBounds(1400,1400);
for(var i=0,nb=10;i<nb;i++){

View file

@ -36,7 +36,7 @@
function create() {
//make the world larger than the actual canvas
game.world.setSize(1400,1400);
game.world.setBounds(1400,1400);
for(var i=0,nb=10;i<nb;i++){
@ -46,18 +46,12 @@
// background images
game.add.sprite(0, 0, 'sky')
.scrollFactor.setTo(0, 0);
game.add.sprite(0, 360, 'ground')
.scrollFactor.setTo(0.5, 0.1);
game.add.sprite(0, 400, 'river')
.scrollFactor.setTo(1.3, 0.16);
game.add.sprite(200, 120, 'cloud0')
.scrollFactor.setTo(0.3, 0.1);
game.add.sprite(-60, 120, 'cloud1')
.scrollFactor.setTo(0.5, 0.1);
game.add.sprite(900, 170, 'cloud2')
.scrollFactor.setTo(0.7, 0.1);
game.add.sprite(0, 0, 'sky');
game.add.sprite(0, 360, 'ground');
game.add.sprite(0, 400, 'river');
game.add.sprite(200, 120, 'cloud0');
game.add.sprite(-60, 120, 'cloud1');
game.add.sprite(900, 170, 'cloud2');
// ufo sprite

View file

@ -18,12 +18,11 @@
game.stage.backgroundColor = '#2d2d2d';
// Make our game world 2000x2000 pixels in size (the default is to match the game size)
game.world.setSize(2000, 2000);
game.world.setBounds(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++)
@ -34,7 +33,6 @@
for (var i = 0; i < 50; i++)
{
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
s.scrollFactor.setTo(2, 2);
}
}

View file

@ -19,7 +19,7 @@
//setting the size of the game world larger than the tilemap's size
game.world.setSize(2000,2000);
game.world.setBounds(2000,2000);
game.stage.backgroundColor = '#255d3b';

View file

@ -12,7 +12,7 @@
function preload() {
game.world.setSize(1920, 1200);
game.world.setBounds(1920, 1200);
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('card', 'assets/sprites/mana_card.png');

View file

@ -47,12 +47,6 @@
list.add(e.input);
list.add(f.input);
list.dump();
// list.remove(d.input);
// list.dump();
}
})();

View file

@ -31,7 +31,6 @@
game.stage.backgroundColor = '#000000';
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
bg.scrollFactor.setTo(0, 0);
map = game.add.tilemap(0, 0, 'level1');
map.setCollisionRange(1, 12, true, true, true, true);

View file

@ -46,7 +46,7 @@
}
function render() {
game.debug.renderText('ufo added to game.world.group and "friendAndFoe" group', 20, 24);
game.debug.renderText('ufo added to game.world.and "friendAndFoe" group', 20, 24);
game.debug.renderText('others ONLY added to "enemies" group', 20, 40);
}

View file

@ -36,7 +36,7 @@
item.kill();
}
function reviveAll() {
game.world.group.callAll('revive');
game.world.callAll('revive');
}
function render() {

View file

@ -20,7 +20,7 @@
}
var items;
var items,
card;
function create() {

View file

@ -27,7 +27,7 @@
}
function update() {
// Animating alpha property of each item using forEach() method.
game.world.group.forEach(function(item) {
game.world.forEach(function(item) {
// Update alpha first.
item.alpha -= item.alphaIncSpeed;
// Check for switch between increasing and descreasing.

View file

@ -45,7 +45,7 @@
timer = game.time.now +cycle;
// Get the first alive item and kill it.
var item = game.world.group.getFirstAlive();
var item = game.world.getFirstAlive();
if(item){
@ -60,7 +60,7 @@
game.debug.renderText('One item will be killed each second.', 280, 420);
// Get living and dead number of a group.
game.debug.renderText('Living: ' + game.world.group.countLiving() + ', Dead: ' + game.world.group.countDead(), 330, 440);
game.debug.renderText('Living: ' + game.world.countLiving() + ', Dead: ' + game.world.countDead(), 330, 440);
}
})();

View file

@ -11,7 +11,7 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,render:render});
function preload() {
game.world.setSize(1280, 800);
game.world.setBounds(1280, 800);
game.load.image('ground', 'assets/tests/ground-2x.png');
game.load.image('river', 'assets/tests/river-2x.png');
@ -44,28 +44,22 @@
// Add sky background to skyLayer.
var sky = new Phaser.Sprite(game, 0, 0, 'sky');
sky.scrollFactor.setTo(0, 0);
skyLayer.add(sky);
// Add clouds to cloudLayer.
var cloud0 = new Phaser.Sprite(game, 200, 120, 'cloud0');
cloud0.scrollFactor.setTo(0.3, 0.1);
var cloud1 = new Phaser.Sprite(game, -60, 120, 'cloud1');
cloud1.scrollFactor.setTo(0.5, 0.1);
var cloud2 = new Phaser.Sprite(game, 900, 170, 'cloud2');
cloud2.scrollFactor.setTo(0.7, 0.1);
cloudLayer.add(cloud0);
cloudLayer.add(cloud1);
cloudLayer.add(cloud2);
// Add ground sprite to groundLayer.
var ground = new Phaser.Sprite(game, 0, 360, 'ground');
ground.scrollFactor.setTo(0.5, 0.1);
groundLayer.add(ground);
// Add river to riverLayer.
var river = new Phaser.Sprite(game, 0, 400, 'river');
river.scrollFactor.setTo(1.3, 0.16);
riverLayer.add(river);
// Add sprites to spriteLayer.

View file

@ -28,18 +28,9 @@
game.load.image('arm-r', 'assets/sprites/robot/arm-r.png');
game.load.image('leg-l', 'assets/sprites/robot/leg-l.png');
game.load.image('leg-r', 'assets/sprites/robot/leg-r.png');
game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
}
function create() {
// Add some items.
var item;
for (var i = 0; i < 3; i++) {
// Give the items a different alpha increase speed.
item = game.add.sprite(290, 98 * (i + 1), 'item', i);
// An item besides the left one.
item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3);
}
// Use groups of sprites to create a big robot.
// Robot itself, you can subclass group class in a real game.
robot = game.add.group();

View file

@ -58,7 +58,7 @@
game.debug.renderText('Recycle baddies from a group using getFirstExists.', 16, 24);
game.debug.renderText('Notice that you cannot add more than 8 baddies since we only create 8 instance.', 16, 36);
game.debug.renderText('Living baddies: ' + (enemies.countLiving()+1), 340, 420);
game.debug.renderText('Living baddies: ' + (enemies.countLiving()), 340, 420);
}
})();

View file

@ -30,7 +30,7 @@
}
function resetAlpha() {
// Set "alpha" value of all the childs.
game.world.group.setAll('alpha', Math.random());
game.world.setAll('alpha', Math.random());
}
function render() {

View file

@ -16,13 +16,12 @@
game.load.image('atari2', 'assets/sprites/atari800xl.png');
}
var atari1;
var atari2;
var atari1,
atari2;
function create() {
// Items are rendered in the depth order in which they are added to the Group
atari1 = game.add.sprite(100, 100, 'atari1');
atari2 = game.add.sprite(250, 90, 'atari2');
@ -32,8 +31,8 @@
function swapSprites() {
// The 2 Sprites are in the global world Group, but this will work for any Group:
game.world.group.swap(atari1, atari2);
//The 2 Sprites are in the global world Group (World class extends the Group class), but this will work for any Group:
game.world.swap(atari1, atari2);
}

View file

@ -27,7 +27,7 @@
function create() {
//We increase the size of our game world
game.world.setSize(2000, 2000);
game.world.setBounds(2000, 2000);
for (var i = 0; i < 1000; i++)
{

View file

@ -15,7 +15,7 @@
var speed=4;
function preload() {
game.world.setSize(1280, 600);
game.world.setBounds(1280, 600);
game.load.image('ground', 'assets/tests/ground-2x.png');
game.load.image('river', 'assets/tests/river-2x.png');
game.load.image('sky', 'assets/tests/sky-2x.png');
@ -31,18 +31,12 @@
}
function create() {
// background images
game.add.sprite(0, 0, 'sky')
.scrollFactor.setTo(0, 0);
game.add.sprite(0, 360, 'ground')
.scrollFactor.setTo(0.5, 0.5);
game.add.sprite(0, 400, 'river')
.scrollFactor.setTo(1.3, 1.3);
game.add.sprite(200, 120, 'cloud0')
.scrollFactor.setTo(0.3, 0.3);
game.add.sprite(-60, 120, 'cloud1')
.scrollFactor.setTo(0.5, 0.3);
game.add.sprite(900, 170, 'cloud2')
.scrollFactor.setTo(0.7, 0.3);
game.add.sprite(0, 0, 'sky');
game.add.sprite(0, 360, 'ground');
game.add.sprite(0, 400, 'river');
game.add.sprite(200, 120, 'cloud0');
game.add.sprite(-60, 120, 'cloud1');
game.add.sprite(900, 170, 'cloud2');
// Create a ufo sprite as player.
ufo = game.add.sprite(320, 240, 'ufo');
@ -53,11 +47,9 @@
// Add 2 sprite to display hold direction.
leftBtn = game.add.sprite(160 - 112, 200, 'button', 0);
leftBtn.scrollFactor.setTo(0, 0);
leftBtn.alpha = 0;
rightBtn = game.add.sprite(640 - 112, 200, 'button', 1);
rightBtn.alpha = 0;
rightBtn.scrollFactor.setTo(0, 0);
}
function update() {
// Check key states every frame.
@ -65,13 +57,13 @@
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT) &&
!game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
ufo.x -= speed;
ufo.rotation = -15;
ufo.angle = -15;
leftBtn.alpha = 0.6;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT) &&
!game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
ufo.x += speed;
ufo.rotation = 15;
ufo.angle = 15;
rightBtn.alpha = 0.6;
}
else {

View file

@ -15,7 +15,7 @@
var speed=4;
function preload() {
game.world.setSize(1280, 600);
game.world.setBounds(1280, 600);
game.load.image('ground', 'assets/tests/ground-2x.png');
game.load.image('river', 'assets/tests/river-2x.png');
game.load.image('sky', 'assets/tests/sky-2x.png');
@ -33,18 +33,12 @@
}
function create() {
// background images
game.add.sprite(0, 0, 'sky')
.scrollFactor.setTo(0, 0);
game.add.sprite(0, 360, 'ground')
.scrollFactor.setTo(0.5, 0.5);
game.add.sprite(0, 400, 'river')
.scrollFactor.setTo(1.3, 1.3);
game.add.sprite(200, 120, 'cloud0')
.scrollFactor.setTo(0.3, 0.3);
game.add.sprite(-60, 120, 'cloud1')
.scrollFactor.setTo(0.5, 0.3);
game.add.sprite(900, 170, 'cloud2')
.scrollFactor.setTo(0.7, 0.3);
game.add.sprite(0, 0, 'sky');
game.add.sprite(0, 360, 'ground');
game.add.sprite(0, 400, 'river');
game.add.sprite(200, 120, 'cloud0');
game.add.sprite(-60, 120, 'cloud1');
game.add.sprite(900, 170, 'cloud2');
// Create a ufo sprite as a player.
ufo = game.add.sprite(320, 240, 'ufo');
@ -55,15 +49,12 @@
// Add 2 sprite to display hold direction.
leftBtn = game.add.sprite(160 - 112, 200, 'button', 0);
leftBtn.scrollFactor.setTo(0, 0);
leftBtn.alpha = 0;
rightBtn = game.add.sprite(640 - 112, 200, 'button', 1);
rightBtn.alpha = 0;
rightBtn.scrollFactor.setTo(0, 0);
// Add a sprite to display spacebar press.
spaceBtn = game.add.sprite(400 - 112, 100, 'spacebar');
spaceBtn.transform.scrollFactor.setTo(0, 0);
spaceBtn.alpha = 0;
// Prevent directions and space key events bubbling up to browser,
@ -84,13 +75,13 @@
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT) &&
!game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
ufo.x -= speed;
ufo.rotation = -15;
ufo.angle = -15;
leftBtn.alpha = 0.6;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT) &&
!game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
ufo.x += speed;
ufo.rotation = 15;
ufo.angle = 15;
rightBtn.alpha = 0.6;
}
else {
@ -112,7 +103,7 @@
game.debug.renderText('Hold left/right to move the ufo.', 16, 32);
game.debug.renderText('Direction and Space key events are stopped by Phaser now,', 16, 48);
game.debug.renderText('so they will no longer be sent to the browser', 16, 64);
game.debug.renderText('so they will no longer be sent to the browser', 16, 64);
game.debug.renderText('Now you can press UP/DOWN or SPACE to see what happened.', 16, 80);
}

View file

@ -23,11 +23,10 @@
function create() {
// Make our world big ...
game.world.setSize(4000, 2000);
game.world.setBounds(4000, 2000);
// Scrolling background
s = game.add.tileSprite(0, 0, 800, 600, 'stars');
s.scrollFactor.setTo(0, 0);
b = game.add.sprite(200, 200, 'mummy');
b.anchor.setTo(0.5, 0.5);

View file

@ -7,7 +7,7 @@
(function () {
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', {create: create });
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', {create: create });
function create() {

View file

@ -20,7 +20,7 @@
function create() {
game.world.setSize(2000, 2000);
game.world.setBounds(2000, 2000);
aliens = [];