mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
Examples (audio, button,camera), and docs
Created some examples (audio, button,camera), and documented the source code along the way
This commit is contained in:
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17e208a95e
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15 changed files with 393 additions and 8 deletions
BIN
examples/assets/audio/SoundEffects/squit.mp3
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examples/assets/audio/SoundEffects/squit.mp3
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examples/assets/audio/SoundEffects/squit.ogg
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examples/assets/audio/SoundEffects/squit.ogg
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examples/audio/loop.php
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examples/audio/loop.php
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<?php
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$title = "Using samples and looping";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('spyro', 'assets/pics/spyro.png');
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// Firefox doesn't support mp3 files, so use ogg
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game.load.audio('squit', ['assets/audio/SoundEffects/squit.mp3', 'assets/audio/SoundEffects/squit.ogg']);
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}
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var s;
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var music;
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function create() {
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game.stage.backgroundColor = '#255d3b';
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music = game.add.audio('squit',1,true);
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music.play();
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s = game.add.sprite(game.world.centerX, game.world.centerY, 'spyro');
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s.anchor.setTo(0.5, 0.5);
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}
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function update() {
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//s.rotation += 0.01;
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}
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function render() {
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game.debug.renderSoundInfo(music, 20, 32);
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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48
examples/buttons/action on click.php
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48
examples/buttons/action on click.php
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<?php
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$title = "Clicking on a button ";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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function preload() {
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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game.load.image('background','assets/misc/starfield.jpg');
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}
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var button,
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background;
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function create() {
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game.stage.backgroundColor = '#182d3b';
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background=game.add.tileSprite(0, 0, 800, 600, 'background');
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button = game.add.button(game.world.centerX, 400, 'button', actionOnClick, this, 2, 1, 0);
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}
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function actionOnClick () {
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background.visible=!background.visible;
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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55
examples/buttons/changing the frames.php
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examples/buttons/changing the frames.php
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<?php
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$title = "Programmatically changing the frames";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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function preload() {
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game.load.spritesheet('button', 'assets/buttons/number-buttons-90x90.png', 90,90);
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game.load.image('background','assets/misc/starfield.jpg');
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}
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var button,
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background;
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function create() {
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//setting the background colour
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game.stage.backgroundColor = '#182d3b';
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// the numbers given in parameters are the indexes of the frames, in this order :
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// over,out,down
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button = game.add.button(game.world.centerX, game.world.centerY, 'button', actionOnClick, this, 1, 0, 2);
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//setting the anchor to the center
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button.anchor.setTo(0.5,0.5);
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}
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function actionOnClick () {
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//manually changing the frames of the button, i.e, how it will look when you play with it
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button.setFrames(4,3,5);
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console.log('You clicked on the button');
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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56
examples/buttons/rotated buttons.php
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examples/buttons/rotated buttons.php
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<?php
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$title = "Rotating a button";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create,update : update });
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function preload() {
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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game.load.image('background','assets/misc/starfield.jpg');
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}
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var button,
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background;
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function create() {
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game.stage.backgroundColor = '#cccccc';
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// the numbers given in parameters are the indexes of the frames, in this order :
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// over,out,down
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button = game.add.button(game.world.centerX, game.world.centerY, 'button', actionOnClick, this, 1, 0, 2);
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//set the anchor of the sprite in the center, otherwise it would rotate around the top-left corner
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button.anchor.setTo(0.5,0.5);
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}
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function actionOnClick () {
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alert("Though I'm turning around, you can still click on me");
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}
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function update () {
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button.angle+=1;
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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76
examples/camera/basic follow.php
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76
examples/camera/basic follow.php
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<?php
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$title = "Following the player";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update });
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var baddie,
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keys=Phaser.Keyboard;
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function preload() {
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game.load.image('background','assets/misc/starfield.jpg');
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game.load.image('ufo','assets/sprites/ufo.png');
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game.load.image('baddie','assets/sprites/space-baddie.png');
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}
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function create() {
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game.add.tileSprite(0, 0, 2000, 2000, 'background');
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game.world.setSize(1400,1400);
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for(var i=0,nb=10;i<nb;i++){
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game.add.sprite(game.world.randomX,game.world.randomY,'ufo');
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}
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baddie=game.add.sprite(150,320,'baddie');
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game.camera.follow(baddie);
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}
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function update() {
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baddie.body.velocity.x=baddie.body.velocity.y=0;
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if(game.input.keyboard.isDown(keys.LEFT) && !game.input.keyboard.isDown(keys.RIGHT)){
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baddie.body.velocity.x=-155;
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}
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else if(game.input.keyboard.isDown(keys.RIGHT) && !game.input.keyboard.isDown(keys.LEFT)){
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baddie.body.velocity.x=155;
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}
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else if(game.input.keyboard.isDown(keys.UP) && !game.input.keyboard.isDown(keys.DOWN)){
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baddie.angle=90;
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baddie.body.velocity.y=-155;
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}
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else if(game.input.keyboard.isDown(keys.DOWN) && !game.input.keyboard.isDown(keys.UP)){
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baddie.angle=90;
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baddie.body.velocity.y=155;
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}
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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examples/camera/moving the game camera.php
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examples/camera/moving the game camera.php
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<?php
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$title = "Moving the game camera with the keyboard";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.tilemap('snes', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON);
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}
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function create() {
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//setting the size of the game world larger than the tilemap's size
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game.world.setSize(2000,2000);
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// game.camera.width=150;
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// game.camera.height=150;
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game.stage.backgroundColor = '#255d3b';
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// adding the tilemap
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game.add.tilemap(0, 168, 'snes');
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}
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function update() {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.x -= 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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game.camera.x += 8;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.camera.y -= 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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game.camera.y += 8;
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}
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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function create() {
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// game.world._stage.backgroundColorString = '#182d3b';
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s = game.add.sprite(game.world.centerX, game.world.centerY, 'bot');
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// s.anchor.setTo(0.5, 0.5);
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s.scale.setTo(2, 2);
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*
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*
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* @class Phaser.Camera
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* @constructor
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* @param game {Phaser.Game} game reference to the currently running game.
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* @param id {number} not being used at the moment, will be when Phaser supports multiple camera
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* @param x {number} position of the camera on the X axis
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* @param y {number} position of the camera on the Y axis
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* @param width {number} the width of the view rectangle
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* @param height {number} the height of the view rectangle
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @class Phaser.Camera
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* @constructor
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* @param game {Phaser.Game} game reference to the currently running game.
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* @param width {number} width of the canvas element
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* @param height {number} height of the canvas element
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*/
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Phaser.Stage = function (game, width, height) {
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @class World
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* @constructor
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* @param game {Phaser.Game} reference to the current game instance.
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*/
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Phaser.World = function (game) {
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/**
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* Updates the size of this world.
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*
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* @method setSize
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* @param width {number} New width of the world.
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* @param height {number} New height of the world.
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*/
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/**
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* Destroyer of worlds.
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* @method setSize
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*/
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destroy: function () {
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/**
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* Create a new <code>Button</code> object.
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* @class Button
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* @constructor
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} X position of the button.
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Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
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Phaser.Button.prototype.constructor = Phaser.Button;
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// Add our own custom methods
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/**
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* Used to manually set the frames that will be used for the different states of the button
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* exactly like setting them in the constructor
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*
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* @method setFrames
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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*/
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Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
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/**
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* The Sound class
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*
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* @class Sound
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* @constructor
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* @param game {Phaser.Game} reference to the current game instance.
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* @param key {string} Asset key for the sound.
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* @param volume {number} default value for the volume.
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* @param loop {bool} Whether or not the sound will loop.
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*/
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Phaser.Sound = function (game, key, volume, loop) {
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volume = volume || 1;
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loop = loop || false;
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if (typeof loop == 'undefined') { loop = false; }
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this.game = game;
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this.name = '';
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marker = marker || '';
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position = position || 0;
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volume = volume || 1;
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loop = loop || false;
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forceRestart = forceRestart || false;
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if (typeof loop == 'undefined') { loop = false; }
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if (typeof forceRestart == 'undefined') { forceRestart = false; }
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// console.log('play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
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marker = marker || '';
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position = position || 0;
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volume = volume || 1;
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loop = loop || false;
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if (typeof loop == 'undefined') { loop = false; }
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this.play(marker, position, volume, loop, true);
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