phaser/TS Tests/input/drop limitation.js
2013-08-28 07:02:57 +01:00

46 lines
1.6 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
game.load.start();
}
function create() {
// Add some items to left side, and set a onDragStop listener
// to limit its location when dropped.
var item;
for (var i = 0; i < 6; i++) {
// Directly create sprites from the left group.
item = game.add.sprite(90, 90 * i, 'item', i);
// Enable input detection, then it's possible be dragged.
item.input.start(0, false, true);
// Make this item draggable.
item.input.enableDrag();
// Then we make it snap to left and right side,
// also make it only snaps when released.
item.input.enableSnap(90, 90, false, true);
// Limit drop location to only the 2 columns.
item.events.onDragStop.add(fixLocation);
}
}
function update() {
}
function render() {
Phaser.DebugUtils.context.fillStyle = '#fff';
Phaser.DebugUtils.context.fillText('Group Left.', 100, 560);
Phaser.DebugUtils.context.fillText('Group Right.', 280, 560);
}
function fixLocation(item) {
// Move the items when it is already dropped.
if (item.x < 90) {
item.x = 90;
}
else if (item.x > 180 && item.x < 270) {
item.x = 180;
}
else if (item.x > 360) {
item.x = 270;
}
}
})();