mirror of
https://github.com/photonstorm/phaser
synced 2024-11-17 02:08:40 +00:00
47 lines
1.5 KiB
JavaScript
47 lines
1.5 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
|
|
|
|
function preload() {
|
|
|
|
game.load.image('ball', 'assets/sprites/pangball.png');
|
|
|
|
}
|
|
|
|
function create() {
|
|
|
|
game.stage.backgroundColor = '#6688ee';
|
|
|
|
// Here we'll create a basic repeating event.
|
|
|
|
// The way a repeating event works is that it is placed into the queue once,
|
|
// and when it runs its 'repeatCounter' is reduced by 1 and it's moved back into the queue again.
|
|
// To this end the queue will only ever have 1 event actually in it.
|
|
|
|
// The first parameter is how long to wait before the event fires. In this case 2 seconds (you could pass in 2000 as the value as well.)
|
|
// The second parameter is how many times the event will run in total. Here we'll run it 10 times.
|
|
// The next two parameters are the function to call ('createBall') and the context under which that will happen.
|
|
|
|
// Once the event has been called 10 times it will never be called again.
|
|
|
|
game.time.events.repeat(Phaser.Timer.SECOND * 2, 10, createBall, this);
|
|
|
|
}
|
|
|
|
function createBall() {
|
|
|
|
// A bouncey ball sprite just to visually see what's going on.
|
|
|
|
var ball = game.add.sprite(game.world.randomX, 0, 'ball');
|
|
|
|
ball.body.gravity.y = 200;
|
|
ball.body.bounce.y = 0.5;
|
|
ball.body.collideWorldBounds = true;
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
game.debug.renderText("Time until event: " + game.time.events.duration.toFixed(0), 32, 32);
|
|
game.debug.renderText("Next tick: " + game.time.events.next.toFixed(0), 32, 64);
|
|
|
|
}
|