Added a new Full Screen Mobile template example.

This commit is contained in:
photonstorm 2014-01-08 00:34:47 +00:00
parent 428e331a11
commit bd9b964710
21 changed files with 424 additions and 14 deletions

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@ -169,6 +169,12 @@ We also provide a Grunt script that will build Phaser from source along with all
Run `grunt` in the phaser folder for a list of command-line options.
Koding
------
You can [![clone the Phaser repo in Koding](http://learn.koding.com/btn/clone_d.png)][koding] and then start editing and previewing code right away using their web based VM development system.
Bower
-----
@ -295,33 +301,37 @@ Although Phaser 1.0 is a brand new release it is born from years of experience b
Road Map
--------
The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions:
The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map:
Version 1.2 ("Saldaea")
* Update to Pixi 1.5 - currently still in dev branch only, but lots of nice internal changes and new features we want to take advantage of.
* Start integration with the p2.js physics system.
* Update to Pixi 1.4 - this newly released build has lots of internal changes and new features we want to take advantage of.
Beyond version 1.2
Version 1.3 ("Shienar")
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
* Dedicated CocoonJS packaging features (screencanvas, etc)
* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
* Integration with third party services like Google Play Game Services and Amazon JS SDK.
* Ability to control DOM elements from the core game and layer them into the game.
* Touch Gestures.
* Virtual d-pad support and also support for the Joypad API.
* Test out packaging with Node-webkit.
* Flash CC HTML5 export integration.
* Game parameters stored in Google Docs.
* Add a d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
* Look at HiDPI Canvas settings.
* Support for parallel asset loading.
* Fixed width bitmap font support, plus enhanced Bitmap font rendering.
Version 2.0 ("Aes Sedai")
* Integrate p2.js physics system completely.
* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
* Integration with third party services like Google Play Game Services and Amazon JS SDK.
* Flash CC HTML5 export integration.
* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
Beyond version 2.0
* Test out packaging with Node-webkit.
* Game parameters stored in Google Docs.
* Look at HiDPI Canvas settings.
* Multiple Camera support.
Contributing
------------
@ -354,5 +364,6 @@ Phaser is released under the [MIT License](http://opensource.org/licenses/MIT).
[1]: https://github.com/photonstorm/phaser/issues
[phaser]: https://github.com/photonstorm/phaser
[koding]: https://koding.com/Teamwork?import=https://github.com/photonstorm/phaser/archive/master.zip&c=git1
[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)

75
examples/wip/circlebox.js Normal file
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('wizball', 'assets/sprites/wizball.png');
game.load.image('platform', 'assets/sprites/interference_tunnel.png');
}
var ball;
var circle;
var platform;
function create() {
// Our ball sprite
ball = game.add.sprite(420, 100, 'wizball');
ball.anchor.setTo(0.5, 0.5);
ball.body.customSeparateX = true;
ball.body.customSeparateY = true;
ball.body.velocity.y = 150;
ball.body.bounce.y = 0.9;
// Our collision circle
circle = new Phaser.Circle(200, 100, 188);
// Our platform
platform = game.add.sprite(200, 450, 'platform');
platform.body.immovable = true;
}
function update() {
// ball.x = game.input.x;
// ball.y = game.input.y;
circle.x = ball.x;
circle.y = ball.y;
// This is a rect vs. rect collision. The callback will check the circle.
game.physics.overlap(ball, platform, null, processCallback, this);
}
function processCallback(a, b) {
// console.log('p', a.y, b.y);
if (Phaser.Circle.intersectsRectangle(circle, platform.body))
{
console.log('boom', ball.body.overlapX, ball.body.overlapY);
// ball.body.x = ball.body.x - ball.body.overlapX;
// ball.body.velocity.x = platform.body.velocity.x - ball.body.velocity.x * ball.body.bounce.x;
ball.body.y -= 10;
ball.body.velocity.y *= -1 * ball.body.bounce.y;
}
return true;
}
function render() {
game.debug.renderText(Phaser.Circle.intersectsRectangle(circle, platform.body), 32, 32);
game.debug.renderText(ball.body.velocity.y, 32, 64);
// game.debug.renderText(ball.body.overlapY, 64, 64);
game.debug.renderCircle(circle);
game.debug.renderRectangle(platform.body);
}

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body {
margin: 0px 0px 1px 0px; /* the extra 1px allows the iOS inner/outer check to work */
background: #000;
}
#orientation {
margin: 0 auto;
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-image: url(../images/orientation.jpg);
background-repeat: no-repeat;
background-position: center;
background-color: rgb(0, 0, 0);
z-index: 999;
display: none;
}

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<!DOCTYPE HTML>
<html>
<head>
<title>Phaser Full Screen Mobile Example</title>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="chrome=1, IE=9">
<meta name="format-detection" content="telephone=no">
<meta name="HandheldFriendly" content="true" />
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="black">
<meta name="format-detection" content="telephone=no">
<meta name="HandheldFriendly" content="true" />
<meta name="robots" content="noindex,nofollow" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black" />
<meta name="apple-mobile-web-app-title" content="Phaser App">
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" />
<link rel="apple-touch-icon" href="/apple-touch-icon.png">
<link rel="apple-touch-icon" sizes="57x57" href="icons/app_icon_57x57.png">
<link rel="apple-touch-icon" sizes="60x60" href="icons/app_icon_60x60.png">
<link rel="apple-touch-icon" sizes="72x72" href="icons/app_icon_72x72.png">
<link rel="apple-touch-icon" sizes="76x76" href="icons/app_icon_76x76.png">
<link rel="apple-touch-icon" sizes="114x114" href="icons/app_icon_114x114.png">
<link rel="apple-touch-icon" sizes="120x120" href="icons/app_icon_120x120.png">
<link rel="apple-touch-icon" sizes="144x144" href="icons/app_icon_144x144.png">
<link rel="apple-touch-icon" sizes="152x152" href="icons/app_icon_152x152.png">
<link rel="apple-touch-icon" sizes="256x256" href="icons/app_icon_256x256.png">
<link rel="apple-touch-icon" sizes="512x512" href="icons/app_icon_512x512.png">
<link rel="apple-touch-icon" sizes="1024x1024" href="icons/app_icon_1024x1024.png">
<link rel="stylesheet" href="css/stylesheet.css" type="text/css" charset="utf-8" />
<script src="js/phaser.min.js"></script>
<script src="src/Boot.js"></script>
<script src="src/Preloader.js"></script>
<script src="src/MainMenu.js"></script>
<script src="src/Game.js"></script>
</head>
<body>
<div id="game"></div>
<div id="orientation"></div>
<script type="text/javascript">
(function () {
// Create your Phaser game and inject it into the game div.
// We did it in a window.onload event, but you can do it anywhere (requireJS load, anonymous function, jQuery dom ready, - whatever floats your boat)
// We're using a game size of 1024 x 768 here, but you can use whatever you feel makes sense for your game of course.
var game = new Phaser.Game(1024, 768, Phaser.AUTO, 'game');
// Add the States your game has.
// You don't have to do this in the html, it could be done in your Boot state too, but for simplicity I'll keep it here.
game.state.add('Boot', BasicGame.Boot);
game.state.add('Preloader', BasicGame.Preloader);
game.state.add('MainMenu', BasicGame.MainMenu);
game.state.add('Game', BasicGame.Game);
// Now start the Boot state.
game.state.start('Boot');
})();
</script>
</body>
</html>

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BasicGame = {
/* Here we've just got some global level vars that persist regardless of State swaps */
score: 0,
/* If the music in your game needs to play through-out a few State swaps, then you could reference it here */
music: null,
/* Your game can check BasicGame.orientated in internal loops to know if it should pause or not */
orientated: false
};
BasicGame.Boot = function (game) {
};
BasicGame.Boot.prototype = {
preload: function () {
// Here we load the assets required for our preloader (in this case a background and a loading bar)
this.load.image('preloaderBackground', 'images/preloader_background.jpg');
this.load.image('preloaderBar', 'images/preloadr_bar.png');
},
create: function () {
this.game.input.maxPointers = 1;
this.game.stage.disableVisibilityChange = true;
if (this.game.device.desktop)
{
this.game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
this.game.stage.scale.minWidth = 480;
this.game.stage.scale.minHeight = 260;
this.game.stage.scale.maxWidth = 1024;
this.game.stage.scale.maxHeight = 768;
this.game.stage.scale.pageAlignHorizontally = true;
this.game.stage.scale.pageAlignVertically = true;
this.game.stage.scale.setScreenSize(true);
}
else
{
this.game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
this.game.stage.scale.minWidth = 480;
this.game.stage.scale.minHeight = 260;
this.game.stage.scale.maxWidth = 1024;
this.game.stage.scale.maxHeight = 768;
this.game.stage.scale.pageAlignHorizontally = true;
this.game.stage.scale.pageAlignVertically = true;
this.game.stage.scale.forceOrientation(true, false);
this.game.stage.scale.hasResized.add(this.gameResized, this);
this.game.stage.scale.enterIncorrectOrientation.add(this.enterIncorrectOrientation, this);
this.game.stage.scale.leaveIncorrectOrientation.add(this.leaveIncorrectOrientation, this);
this.game.stage.scale.setScreenSize(true);
}
this.game.state.start('Preloader');
},
gameResized: function (width, height) {
// This could be handy if you need to do any extra processing if the game resizes.
// A resize could happen if for example swapping orientation on a device.
},
enterIncorrectOrientation: function () {
BasicGame.orientated = false;
document.getElementById('orientation').style.display = 'block';
},
leaveIncorrectOrientation: function () {
BasicGame.orientated = true;
document.getElementById('orientation').style.display = 'none';
}
};

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BasicGame.Game = function (game) {
// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
this.game; // a reference to the currently running game
this.add; // used to add sprites, text, groups, etc
this.camera; // a reference to the game camera
this.cache; // the game cache
this.input; // the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it)
this.load; // for preloading assets
this.math; // lots of useful common math operations
this.sound; // the sound manager - add a sound, play one, set-up markers, etc
this.stage; // the game stage
this.time; // the clock
this.tweens; // the tween manager
this.world; // the game world
this.particles; // the particle manager
this.physics; // the physics manager
this.rnd; // the repeatable random number generator
// You can use any of these from any function within this State.
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.
};
BasicGame.Game.prototype = {
create: function () {
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
},
update: function () {
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
},
quitGame: function (pointer) {
// Here you should destroy anything you no longer need.
// Stop music, delete sprites, purge caches, free resources, all that good stuff.
// Then let's go back to the main menu.
this.game.state.start('MainMenu');
}
};

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BasicGame.MainMenu = function (game) {
this.music = null;
this.playButton = null;
};
BasicGame.MainMenu.prototype = {
create: function () {
// We've already preloaded our assets, so let's kick right into the Main Menu itself.
// Here all we're doing is playing some music and adding a picture and button
// Naturally I expect you to do something significantly better :)
this.music = this.add.audio('titleMusic');
this.music.play();
this.add.sprite(0, 0, 'titlepage');
this.playButton = this.add.button(400, 600, 'playButton', this.startGame, this, 'buttonOver', 'buttonOut', 'buttonOver');
},
update: function () {
// Do some nice funky main menu effect here
},
startGame: function (pointer) {
// Ok, the Play Button has been clicked or touched, so let's stop the music (otherwise it'll carry on playing)
this.music.stop();
// And start the actual game
this.game.state.start('Game');
}
};

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BasicGame.Preloader = function (game) {
this.background = null;
this.preloadBar = null;
this.ready = false;
};
BasicGame.Preloader.prototype = {
preload: function () {
// These are the assets we loaded in Boot.js
// A nice sparkly background and a loading progress bar
this.background = this.add.sprite(0, 0, 'preloaderBackground');
this.preloadBar = this.add.sprite(300, 400, 'preloaderBar');
// This sets the preloadBar sprite as a loader sprite.
// What that does is automatically crop the sprite from 0 to full-width
// as the files below are loaded in.
this.load.setPreloadSprite(this.preloadBar);
// Here we load the rest of the assets our game needs.
// As this is just a Project Template I've not provided these assets, the lines below won't work as the files themselves will 404, they are just an example of use.
this.load.image('titlepage', 'images/title.jpg');
this.load.atlas('playButton', 'images/play_button.png', 'images/play_button.json');
this.load.audio('titleMusic', ['audio/main_menu.mp3']);
this.load.bitmapFont('caslon', 'fonts/caslon.png', 'fonts/caslon.xml');
// + lots of other required assets here
},
create: function () {
// Once the load has finished we disable the crop because we're going to sit in the update loop for a short while as the music decodes
this.preloadBar.cropEnabled = false;
},
update: function () {
// You don't actually need to do this, but I find it gives a much smoother game experience.
// Basically it will wait for our audio file to be decoded before proceeding to the MainMenu.
// You can jump right into the menu if you want and still play the music, but you'll have a few
// seconds of delay while the mp3 decodes - so if you need your music to be in-sync with your menu
// it's best to wait for it to decode here first, then carry on.
// If you don't have any music in your game then put the game.state.start line into the create function and delete
// the update function completely.
if (this.cache.isSoundDecoded('titleMusic') && this.ready == false)
{
this.ready = true;
this.game.state.start('MainMenu');
}
}
};