mirror of
https://github.com/photonstorm/phaser
synced 2024-11-15 01:17:43 +00:00
68 lines
No EOL
1.2 KiB
PHP
68 lines
No EOL
1.2 KiB
PHP
<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update }, false, false);
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var bunny;
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function preload() {
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game.load.spritesheet('metalslug', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
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}
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function create() {
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// This is created by the very act of loading a sprite sheet in
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frameData = game.cache.getFrameData('metalslug');
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// Both of these work - they look fugly I know, but they'll be hidden behind a Phaser Sprite anyway
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bunny = PIXI.Sprite.fromFrame(frameData.getFrame(0).uuid);
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bunny.anchor.x = 0.5;
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bunny.anchor.y = 0.5;
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bunny.scale.x = 6;
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bunny.scale.y = 6;
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bunny.position.x = game.world.centerX;
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bunny.position.y = game.world.centerY;
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game.world.add(bunny);
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n = game.time.now + 20;
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}
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var frameData;
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var f = 0;
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var n = 0;
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function update() {
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if (game.time.now > n)
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{
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f = game.math.wrapValue(f, 1, frameData.total);
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bunny.setTexture(PIXI.TextureCache[frameData.getFrame(f).uuid]);
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n = game.time.now + 40;
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}
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}
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})();
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</script>
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</body>
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</html>
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