mirror of
https://github.com/photonstorm/phaser
synced 2024-11-15 01:17:43 +00:00
82 lines
1.8 KiB
JavaScript
82 lines
1.8 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
|
|
|
function preload() {
|
|
|
|
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
|
game.load.image('coke', 'assets/sprites/cokecan.png');
|
|
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
|
game.load.image('ball', 'assets/sprites/shinyball.png');
|
|
|
|
}
|
|
|
|
var bmd;
|
|
|
|
function create() {
|
|
|
|
bmd = game.add.bitmapData(32, 64);
|
|
|
|
console.log(bmd);
|
|
|
|
// And apply it to 100 randomly positioned sprites
|
|
for (var i = 0; i < 100; i++)
|
|
{
|
|
game.add.sprite(game.world.randomX - 32, game.world.randomY - 64, bmd);
|
|
}
|
|
|
|
// Populate the wave with some data
|
|
waveData = game.math.sinCosGenerator(32, 8, 8, 2);
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
bmd.clear();
|
|
|
|
updateWobblyBall();
|
|
|
|
}
|
|
|
|
// This creates a simple sine-wave effect running through our DynamicTexture.
|
|
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
|
|
|
|
var waveSize = 8;
|
|
var wavePixelChunk = 2;
|
|
var waveData;
|
|
var waveDataCounter;
|
|
|
|
function updateWobblyBall()
|
|
{
|
|
var s = 0;
|
|
var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
|
|
var copyPoint = { x: 0, y: 0 };
|
|
|
|
for (var x = 0; x < 32; x += wavePixelChunk)
|
|
{
|
|
copyPoint.x = x;
|
|
copyPoint.y = waveSize + (waveSize / 2) + waveData.sin[s];
|
|
|
|
bmd.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
|
|
|
|
copyRect.x += wavePixelChunk;
|
|
|
|
s++;
|
|
}
|
|
|
|
// Cycle through the wave data - this is what causes the image to "undulate"
|
|
game.math.shift(waveData.sin);
|
|
|
|
waveDataCounter++;
|
|
|
|
if (waveDataCounter == waveData.length)
|
|
{
|
|
waveDataCounter = 0;
|
|
}
|
|
}
|
|
|
|
|
|
function render() {
|
|
|
|
bmd.render();
|
|
|
|
}
|