phaser/examples/time/basic looped event.js
2014-02-28 18:22:52 +00:00

44 lines
1.2 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
function preload() {
game.load.image('ball', 'assets/sprites/pangball.png');
}
var counter = 0;
var text = 0;
function create() {
game.stage.backgroundColor = '#6688ee';
text = game.add.text(game.world.centerX, game.world.centerY, 'Counter: 0', { font: "64px Arial", fill: "#ffffff", align: "center" });
text.anchor.setTo(0.5, 0.5);
// Here we'll create a basic looped event.
// A looped event is like a repeat event but with no limit, it will literally repeat itself forever, or until
// The first parameter is how long to wait before the event fires. In this case 1 second (you could pass in 1000 as the value as well.)
// The next two parameters are the function to call ('updateCounter') and the context under which that will happen.
game.time.events.loop(Phaser.Timer.SECOND, updateCounter, this);
}
function updateCounter() {
counter++;
text.setText('Counter: ' + counter);
}
function render() {
game.debug.renderText("Time until event: " + game.time.events.duration.toFixed(0), 32, 32);
game.debug.renderText("Next tick: " + game.time.events.next.toFixed(0), 32, 64);
}