mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 17:44:45 +00:00
65 lines
No EOL
1.4 KiB
PHP
65 lines
No EOL
1.4 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.AUTO, '', { preload: preload, create: create, update: update }, false, false);
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var timer = 0;
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var total = 0;
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function preload() {
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// 37x45 is the size of each frame
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// There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some
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// blank frames at the end, so we tell the loader how many to load
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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}
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function create() {
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releaseMummy();
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}
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function releaseMummy() {
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var mummy = game.add.sprite(-(Math.random() * 800), game.world.randomY, 'mummy');
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mummy.scale.setTo(2, 2);
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// If you prefer to work in degrees rather than radians then you can use Phaser.Sprite.angle
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// otherwise use Phaser.Sprite.rotation
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mummy.angle = game.rnd.angle();
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mummy.animations.add('walk');
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mummy.animations.play('walk', 50, true);
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game.add.tween(mummy).to({ x: game.width + (1600 + mummy.x) }, 20000, Phaser.Easing.Linear.None, true);
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total++;
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timer = game.time.now + 100;
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}
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function update() {
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if (total < 200 && game.time.now > timer)
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{
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releaseMummy();
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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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