var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('ball', 'assets/sprites/shinyball.png'); } var bmd; var waveSize = 8; var wavePixelChunk = 2; var waveData; var waveDataCounter; function create() { // Create our BitmapData object at a size of 32x64 bmd = game.add.bitmapData(32, 64); // And apply it to 100 randomly positioned sprites for (var i = 0; i < 100; i++) { game.add.sprite(game.world.randomX, game.world.randomY, bmd); } // Populate the wave with some data waveData = game.math.sinCosGenerator(32, 8, 8, 2); } function update() { // Clear the BitmapData bmd.clear(); updateWobblyBall(); } // This creates a simple sine-wave effect running through our BitmapData. // This is then duplicated across all 100 sprites using it, meaning we only have to calculate it and upload it to the GPU once. function updateWobblyBall() { var s = 0; var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 }; var copyPoint = { x: 0, y: 0 }; for (var x = 0; x < 32; x += wavePixelChunk) { copyPoint.x = x; copyPoint.y = waveSize + (waveSize / 2) + waveData.sin[s]; bmd.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h); copyRect.x += wavePixelChunk; s++; } // Now all the pixel data has been redrawn we render it to the BitmapData object. // In CANVAS mode this doesn't do anything, but on WebGL it pushes the new texture to the GPU. // If your game is exclusively running under Canvas you can safely ignore this step. bmd.render(); // Cycle through the wave data - this is what causes the image to "undulate" game.math.shift(waveData.sin); waveDataCounter++; if (waveDataCounter == waveData.length) { waveDataCounter = 0; } }