mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 06:28:30 +00:00
88 lines
2.8 KiB
JavaScript
88 lines
2.8 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
|
|
|
|
function preload() {
|
|
|
|
game.load.image('wasp', 'assets/sprites/wasp.png');
|
|
game.load.image('sky', 'assets/skies/cavern1.png');
|
|
|
|
}
|
|
|
|
var bugs;
|
|
var index = 0;
|
|
var data;
|
|
var pos = [];
|
|
|
|
function create() {
|
|
|
|
game.add.image(0, 0, 'sky');
|
|
|
|
// image = game.add.image(0, 0, 'wasp');
|
|
|
|
// We don't want it to actually run, so we use game.make.tween instead of game.add.tween
|
|
|
|
var tweenData = { x: 0, y: 0 };
|
|
|
|
// Here we'll tween the values held in the tweenData object to x: 500, y: 300
|
|
tween = game.make.tween(tweenData).to( { x: 100, y: 400 }, 2000, Phaser.Easing.Sinusoidal.InOut);
|
|
|
|
// Set the tween to yoyo so it loops smoothly
|
|
tween.yoyo(true);
|
|
|
|
// We have 3 interpolation methods available: linearInterpolation (the default), bezierInterpolation and catmullRomInterpolation.
|
|
|
|
// tween.interpolation(game.math.bezierInterpolation);
|
|
tween.interpolation(game.math.catmullRomInterpolation);
|
|
|
|
// Generates the tween data at a rate of 60 frames per second.
|
|
// This is useful if you've got a lot of objects all using the same tween, just at different coordinates.
|
|
// It saves having to calculate the same tween across the properties of all objects involved in the motion.
|
|
// Instead you can pre-calculate it in advance and trade that in for a bit of memory to store it in an array.
|
|
data = tween.generateData(60);
|
|
|
|
// Now create some sprites to shown the tween data in action
|
|
bugs = game.add.group();
|
|
|
|
pos.push(new Phaser.Point(32, 0));
|
|
pos.push(new Phaser.Point(300, 100));
|
|
pos.push(new Phaser.Point(600, 70));
|
|
|
|
bugs.create(pos[0].x, pos[0].y, 'wasp');
|
|
bugs.create(pos[1].x, pos[1].y, 'wasp');
|
|
bugs.create(pos[2].x, pos[2].y, 'wasp');
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
// A simple data playback.
|
|
|
|
// Each element of the array contains an object that includes whatever properties were tweened
|
|
// In this case the x and y properties
|
|
|
|
// Because the tween data is pre-generated we can apply it however we want:
|
|
// Directly, by adding to the coordinates
|
|
bugs.getAt(0).x = pos[0].x + data[index].x;
|
|
bugs.getAt(0).y = pos[0].y + data[index].y;
|
|
|
|
// Half one of the values
|
|
bugs.getAt(1).x = pos[1].x + (data[index].x / 2);
|
|
bugs.getAt(1).y = pos[1].y + data[index].y;
|
|
|
|
// Inverse one of the values
|
|
bugs.getAt(2).x = pos[2].x - data[index].x;
|
|
bugs.getAt(2).y = pos[2].y + data[index].y;
|
|
|
|
// You can do all kinds of effects by modifying the tween data,
|
|
// without having loads of active tweens running.
|
|
|
|
// This just advances the tween data index
|
|
// It's crude and doesn't take target device speed into account at all, but works as an example
|
|
index++;
|
|
|
|
if (index === data.length)
|
|
{
|
|
index = 0;
|
|
}
|
|
|
|
}
|