phaser/Tests/cameras/hide from camera.js

45 lines
1.8 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
var radar;
var ships = [];
var enemyCamera;
function init() {
game.load.image('radar-surface', 'assets/tests/radar-surface.png');
game.load.image('ship', 'assets/sprites/asteroids_ship_white.png');
game.load.image('enemy-ship', 'assets/sprites/asteroids_ship.png');
game.load.start();
}
function create() {
// Add enemies and our ship the the world.
for(var i = 0; i < 4; i++) {
ships.push(game.add.sprite(100 + i * 10, 280 + i * 16, 'enemy-ship'));
}
var ourShip = game.add.sprite(160, 300, 'ship');
ships.push(ourShip);
// Radar sprite is a HUD.
radar = game.add.sprite(0, 0, 'radar-surface');
// Make the default camera rendered on the left half screen.
game.camera.setSize(400, 600);
game.camera.texture.backgroundColor = 'rgb(0,50,100)';
game.camera.texture.opaque = true;
// Add a new camera and render it on the right half screen.
// The newly created is the enemies' camera, which cannot "see" our ship.
enemyCamera = game.add.camera(400, 0, 400, 600);
enemyCamera.texture.backgroundColor = 'rgb(100,0,50)';
enemyCamera.texture.opaque = true;
// Hide our ship on the enemies' camera.
enemyCamera.hide(ourShip);
}
function update() {
for(var i = 0; i < ships.length; i++) {
ships[i].x += 4;
if(ships[i].x > 400) {
ships[i].x = 40;
}
}
}
function render() {
Phaser.DebugUtils.renderText('Left is the player\'s camera and right is the enemies\' camera.', 32, 32);
}
})();