mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 14:22:54 +00:00
29d7cc36a0
Conflicts: README.md
61 lines
1.7 KiB
JavaScript
61 lines
1.7 KiB
JavaScript
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update:update });
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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game.load.image('logo', 'assets/sprites/phaser_tiny.png');
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game.load.image('pineapple', 'assets/sprites/pineapple.png');
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game.load.spritesheet('controller-indicator', 'assets/misc/controller-indicator.png', 16,16);
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}
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var button1;
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var button2;
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var button3;
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var indicator;
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function update() {
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// Pad "connected or not" indicator
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if(game.input.gamepad.supported && game.input.gamepad.active && game.input.gamepad.pad1.connected) {
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indicator.animations.frame = 0;
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} else {
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indicator.animations.frame = 1;
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}
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}
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function create() {
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game.stage.backgroundColor = '#736357';
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game.input.gamepad.start();
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indicator = game.add.sprite(10,10, 'controller-indicator');
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indicator.scale.x = indicator.scale.y = 2;
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indicator.animations.frame = 1;
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// Here we create 3 "hotkey buttons" for Gamepad #1, buttons 0-2 and bind them all to their own functions
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button1 = game.input.gamepad.pad1.addButton(Phaser.Gamepad.BUTTON_0);
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button1.onDown.add(addPhaserDude, this);
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button2 = game.input.gamepad.pad1.addButton(Phaser.Gamepad.BUTTON_1);
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button2.onDown.add(addPhaserLogo, this);
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button3 = game.input.gamepad.pad1.addButton(Phaser.Gamepad.BUTTON_2);
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button3.onDown.add(addPineapple, this);
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}
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function addPhaserDude () {
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game.add.sprite(game.world.randomX, game.world.randomY, 'phaser');
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}
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function addPhaserLogo () {
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game.add.sprite(game.world.randomX, game.world.randomY, 'logo');
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}
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function addPineapple () {
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game.add.sprite(game.world.randomX, game.world.randomY, 'pineapple');
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}
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