phaser/Tests/groups/group transform 3.js

51 lines
2.2 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
var robot;
var eye, body, leftArm, rightArm, leftLeg, rightLeg;
var draggable;
function init() {
game.load.image('eye', 'assets/sprites/robot/eye.png');
game.load.image('body', 'assets/sprites/robot/body.png');
game.load.image('arm-l', 'assets/sprites/robot/arm-l.png');
game.load.image('arm-r', 'assets/sprites/robot/arm-r.png');
game.load.image('leg-l', 'assets/sprites/robot/leg-l.png');
game.load.image('leg-r', 'assets/sprites/robot/leg-r.png');
game.load.start();
}
function create() {
// Add some items.
var item;
for (var i = 0; i < 3; i++) {
// Give the items a different alpha increase speed.
item = game.add.sprite(290, 98 * (i + 1), 'item', i);
// An item besides the left one.
item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3);
}
// Use groups of sprites to create a big robot.
// Robot itself, you can subclass group class in a real game.
robot = game.add.group();
// Robot components.
leftArm = robot.addNewSprite(90, 175, 'arm-l', 0, Phaser.Types.BODY_DISABLED);
rightArm = robot.addNewSprite(549, 175, 'arm-r', 0, Phaser.Types.BODY_DISABLED);
leftLeg = robot.addNewSprite(270, 325, 'leg-l', 0, Phaser.Types.BODY_DISABLED);
rightLeg = robot.addNewSprite(410, 325, 'leg-r', 0, Phaser.Types.BODY_DISABLED);
body = robot.addNewSprite(219, 32, 'body', 0, Phaser.Types.BODY_DISABLED);
eye = robot.addNewSprite(335, 173,'eye', 0, Phaser.Types.BODY_DISABLED);
// Tween the robot's size, so all the components also scaled.
// game.add.tween(robot.transform.scale)
game.add.tween(game.world.group.transform.scale)
.to({x: 1.2, y: 1.2}, 1000, Phaser.Easing.Back.InOut, true, 0, false)
.yoyo(true);
}
function update() {
}
function render() {
Phaser.DebugUtils.context.fillStyle = 'rgb(0, 160, 213)';
Phaser.DebugUtils.context.fillText('The robot is a group and every component is a sprite.', 240, 580);
}
})();