phaser/examples/wip/bmd.js
2013-11-13 20:57:09 +00:00

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('ball', 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();
}