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Updates
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examples/display/bitmapdata wobble.js
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77
examples/display/bitmapdata wobble.js
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('ball', 'assets/sprites/shinyball.png');
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}
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var bmd;
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var waveSize = 8;
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var wavePixelChunk = 2;
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var waveData;
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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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// And apply it to 100 randomly positioned sprites
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for (var i = 0; i < 100; i++)
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{
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game.add.sprite(game.world.randomX, game.world.randomY, bmd);
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}
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// Populate the wave with some data
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waveData = game.math.sinCosGenerator(32, 8, 8, 2);
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}
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function update() {
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// Clear the BitmapData
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bmd.clear();
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updateWobblyBall();
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}
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// This creates a simple sine-wave effect running through our BitmapData.
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// This is then duplicated across all 100 sprites using it, meaning we only have to calculate it and upload it to the GPU once.
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function updateWobblyBall()
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{
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var s = 0;
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var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
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var copyPoint = { x: 0, y: 0 };
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for (var x = 0; x < 32; x += wavePixelChunk)
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{
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copyPoint.x = x;
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copyPoint.y = waveSize + (waveSize / 2) + waveData.sin[s];
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bmd.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
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copyRect.x += wavePixelChunk;
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s++;
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}
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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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bmd.render();
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// Cycle through the wave data - this is what causes the image to "undulate"
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game.math.shift(waveData.sin);
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waveDataCounter++;
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if (waveDataCounter == waveData.length)
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{
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waveDataCounter = 0;
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}
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}
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