phaser/Tests/mobile/sprite test 1.js

48 lines
2 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 320, 400, init, create);
var emitter;
function init() {
game.load.image('backdrop1', 'assets/pics/atari_fujilogo.png');
game.load.image('backdrop2', 'assets/pics/acryl_bladerunner.png');
game.load.image('jet', 'assets/sprites/carrot.png');
game.load.start();
// This can help a lot on crappy old Android phones :)
//game.framerate = 30;
game.stage.backgroundColor = 'rgb(0,0,0)';
//game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
game.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
//game.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
}
var pic1;
var pic2;
function create() {
console.log('created now');
game.stage.enableOrientationCheck(false, true, 'backdrop2');
pic1 = game.add.sprite(0, 0, 'backdrop1');
pic2 = game.add.sprite(0, 0, 'backdrop2');
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
emitter = game.add.emitter(game.stage.centerX, game.stage.centerY);
emitter.makeParticles('jet', 50, false, 0);
emitter.setRotation(0, 0);
emitter.start(false, 10, 0.1);
// Make sure the camera doesn't clip anything
game.camera.disableClipping = true;
game.stage.scale.enterLandscape.add(goneLandscape, this);
game.stage.scale.enterPortrait.add(gonePortrait, this);
game.onRenderCallback = render;
}
function goneLandscape() {
pic1.visible = true;
pic2.visible = false;
}
function gonePortrait() {
pic1.visible = false;
pic2.visible = true;
}
function render() {
game.stage.context.fillStyle = 'rgb(255,0,0)';
game.stage.context.font = '20px Arial';
//game.stage.context.fillText("ttc: " + game._raf.timeToCall.toString(), 0, 64);
}
})();