mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
73 lines
2 KiB
TypeScript
73 lines
2 KiB
TypeScript
/// <reference path="../../Phaser/Game.ts" />
|
|
|
|
(function () {
|
|
|
|
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
|
|
|
var emitter1: Phaser.Emitter;
|
|
var emitter2: Phaser.Emitter;
|
|
var emitter3: Phaser.Emitter;
|
|
var emitter4: Phaser.Emitter;
|
|
var emitter5: Phaser.Emitter;
|
|
var emitter6: Phaser.Emitter;
|
|
|
|
function init() {
|
|
|
|
myGame.loader.addImageFile('ball1', 'assets/sprites/aqua_ball.png');
|
|
myGame.loader.addImageFile('ball2', 'assets/sprites/yellow_ball.png');
|
|
myGame.loader.addImageFile('ball3', 'assets/sprites/red_ball.png');
|
|
myGame.loader.addImageFile('ball4', 'assets/sprites/purple_ball.png');
|
|
myGame.loader.addImageFile('ball5', 'assets/sprites/blue_ball.png');
|
|
myGame.loader.addImageFile('ball6', 'assets/sprites/green_ball.png');
|
|
|
|
myGame.loader.load();
|
|
|
|
}
|
|
|
|
function makeEmitter(emitter, x, y, graphic) {
|
|
|
|
emitter = myGame.createEmitter(x, y);
|
|
emitter.gravity = 100;
|
|
emitter.bounce = 0.5;
|
|
|
|
if (x == 0)
|
|
{
|
|
emitter.setXSpeed(200, 250);
|
|
}
|
|
else
|
|
{
|
|
emitter.setXSpeed(-200, -250);
|
|
}
|
|
|
|
emitter.setYSpeed(-50, -10);
|
|
emitter.makeParticles(graphic, 250, 0, false, 0);
|
|
|
|
return emitter;
|
|
|
|
}
|
|
|
|
function create() {
|
|
|
|
emitter1 = makeEmitter(emitter1, 0, 50, 'ball1');
|
|
emitter2 = makeEmitter(emitter2, 0, 250, 'ball2');
|
|
emitter3 = makeEmitter(emitter3, 0, 450, 'ball3');
|
|
emitter4 = makeEmitter(emitter4, myGame.stage.width, 50, 'ball4');
|
|
emitter5 = makeEmitter(emitter5, myGame.stage.width, 250, 'ball5');
|
|
emitter6 = makeEmitter(emitter6, myGame.stage.width, 450, 'ball6');
|
|
|
|
emitter1.start(false, 50, 0.05);
|
|
emitter2.start(false, 50, 0.05);
|
|
emitter3.start(false, 50, 0.05);
|
|
emitter4.start(false, 50, 0.05);
|
|
emitter5.start(false, 50, 0.05);
|
|
emitter6.start(false, 50, 0.05);
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
//myGame.collide(leftEmitter, rightEmitter);
|
|
|
|
}
|
|
|
|
})();
|