mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
63 lines
1.8 KiB
JavaScript
63 lines
1.8 KiB
JavaScript
/// <reference path="../../Phaser/Game.ts" />
|
|
(function () {
|
|
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
|
|
|
|
function preload() {
|
|
game.load.image('ball', 'assets/sprites/shinyball.png');
|
|
}
|
|
|
|
var wobblyBall;
|
|
|
|
function create() {
|
|
// Create our DynamicTexture
|
|
wobblyBall = game.add.dynamicTexture(32, 64);
|
|
|
|
for (var i = 0; i < 100; i++) {
|
|
var temp = game.add.sprite(game.world.randomX, game.world.randomY);
|
|
temp.texture.loadDynamicTexture(wobblyBall);
|
|
}
|
|
|
|
// Populate the wave with some data
|
|
waveData = game.math.sinCosGenerator(32, 8, 8, 2);
|
|
}
|
|
|
|
function update() {
|
|
wobblyBall.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[s];
|
|
|
|
wobblyBall.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"
|
|
var t = waveData.shift();
|
|
waveData.push(t);
|
|
|
|
waveDataCounter++;
|
|
|
|
if (waveDataCounter == waveData.length) {
|
|
waveDataCounter = 0;
|
|
}
|
|
}
|
|
})();
|