phaser/wip/phaser tests/mobile/bunny mobile.ts
2013-09-13 16:24:01 +01:00

94 lines
2.1 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update, render);
function init() {
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
myGame.loader.load();
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
}
var maxX: number;
var maxY: number;
var minX: number;
var minY: number;
function create() {
minX = 0;
minY = 0;
maxX = myGame.stage.width - 26;
maxY = myGame.stage.height - 37;
myGame.input.onDown.add(addBunnies, this);
// This will really help on slow Android phones
myGame.framerate = 30;
// Make sure the camera doesn't clip anything
myGame.camera.disableClipping = true;
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
myGame.stage.context.font = '20px Arial';
addBunnies();
}
function addBunnies() {
for (var i = 0; i < 10; i++)
{
var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
tempSprite.velocity.x = -200 + (Math.random() * 400);
tempSprite.velocity.y = 100 + Math.random() * 200;
}
}
function update() {
myGame.world.group.forEach(checkWalls);
}
function render() {
// Note: Displaying canvas text causes a big performance hit on mobile
myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
}
function checkWalls(bunny:Phaser.Sprite) {
if (bunny.x > maxX)
{
bunny.velocity.x *= -1;
bunny.x = maxX;
}
else if (bunny.x < minX)
{
bunny.velocity.x *= -1;
bunny.x = minX;
}
if (bunny.y > maxY)
{
bunny.velocity.y *= -0.8;
bunny.y = maxY;
}
else if (bunny.y < minY)
{
bunny.velocity.x = -200 + (Math.random() * 400);
bunny.velocity.y = 100 + Math.random() * 200;
bunny.y = minY;
}
}
})();