phaser/wip/phaser tests/camera fx/fade.ts
2013-09-13 16:24:01 +01:00

77 lines
1.8 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../build/phaser-fx.d.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png');
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
myGame.loader.load();
}
var car: Phaser.Sprite;
var fade: Phaser.FX.Camera.Fade;
function create() {
myGame.add.sprite(0, 0, 'background');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
fade = <Phaser.FX.Camera.Fade> myGame.camera.fx.add(Phaser.FX.Camera.Fade);
}
function update() {
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
}
// Fade when the car hits the edges, a different colour per edge
if (car.x < 0)
{
fade.start(0x330066, 3);
car.x = 0;
}
else if (car.x > myGame.world.width)
{
fade.start(0x000066, 3);
car.x = myGame.world.width - car.width;
}
if (car.y < 0)
{
fade.start(0xffffff, 4);
car.y = 0;
}
else if (car.y > myGame.world.height)
{
fade.start(0x000000, 3);
car.y = myGame.world.height - car.height;
}
}
})();