phaser/wip/TS Tests/misc/dynamic texture 2.ts
2013-09-13 16:24:01 +01:00

27 lines
1.3 KiB
TypeScript

(function() {
var game = new Phaser.Game(this, 'game', 800, 600, null, create, null, render);
// Pattern texture for tiling render to the stage later.
var pattern: Phaser.DynamicTexture;
function create() {
// Create a simple pattern texture.
pattern = game.add.dynamicTexture(96, 96);
pattern.fillRect(new Phaser.Rectangle(0, 0, 48, 48), '#5b35c0');
pattern.fillRect(new Phaser.Rectangle(48, 48, 48, 48), '#5b35c0');
pattern.fillRect(new Phaser.Rectangle(48, 0, 48, 48), '#43baf3');
pattern.fillRect(new Phaser.Rectangle(0, 48, 48, 48), '#43baf3');
// Create a sprite and load to our newly created DynamicTexture.
// Notice that loadDynamicTexture() will destroy sprite's AnimationManager,
// so all the animations already added will no longer exist.
var sprite: Phaser.Sprite = game.add.sprite(game.stage.centerX - 48, game.stage.centerY - 48);
sprite.texture.loadDynamicTexture(pattern);
console.log('Size of the sprite is now: (' + sprite.width + ', ' + sprite.height + ').');
}
function render() {
Phaser.DebugUtils.context.fillStyle = '#fff';
Phaser.DebugUtils.context.fillText('This is a sprite whose appearance defined by a DynamicTexture created on the fly.', 160, 450);
}
})();