mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
73 lines
2.6 KiB
TypeScript
73 lines
2.6 KiB
TypeScript
/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render);
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var zombieCamera: Phaser.Camera;
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var zombie: Phaser.Sprite;
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var walkSpeed: number = 2,
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direction: number = 1;
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function preload() {
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game.world.setSize(1280, 600, true);
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game.load.image('ground', 'assets/tests/ground-2x.png');
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game.load.image('river', 'assets/tests/river-2x.png');
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game.load.image('sky', 'assets/tests/sky-2x.png');
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game.load.spritesheet('zombie', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
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}
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function create() {
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// Add background images.
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game.add.sprite(0, 0, 'sky');
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game.add.sprite(0, 360, 'ground');
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game.add.sprite(0, 400, 'river');
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// Create zombie spirte
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zombie = game.add.sprite(480, 336, 'zombie');
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zombie.animations.add('walk', null, 30, true);
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zombie.animations.play('walk');
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// Create a small camera which looks at the zombie.
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// Use the same settings as the default camera.
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zombieCamera = game.add.camera(0, 0, 800, 600);
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// Use x and y properties to set the target area.
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zombieCamera.x = 420;
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zombieCamera.y = 240;
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// Resize the camera so that it will only look at 200x200 area.
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zombieCamera.setSize(200, 200);
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// Scale the camera to 2.0, now its target will be 100x100.
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zombieCamera.transform.scale.setTo(2.0, 2.0);
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// Use setPosition() method to set where the camera rendered
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// on the screen.
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zombieCamera.setPosition(0, 0);
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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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zombieCamera.x -= 2;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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zombieCamera.x += 2;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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zombieCamera.y -= 2;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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zombieCamera.y += 2;
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}
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// zombie wandering update
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zombie.x += walkSpeed * direction;
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if (zombie.x > 540 || zombie.x < 440) {
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// Change walk direction.
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direction *= -1;
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// Flip zombie's animation.
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zombie.texture.flippedX = !zombie.texture.flippedX;
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}
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}
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function render() {
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Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32);
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Phaser.DebugUtils.renderCameraInfo(zombieCamera, 32, 128);
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}
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})();
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