mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
109 lines
2.7 KiB
TypeScript
109 lines
2.7 KiB
TypeScript
/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('slime', 'assets/sprites/slime.png');
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myGame.loader.addImageFile('eyes', 'assets/sprites/slimeeyes.png');
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myGame.loader.load();
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}
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var slime: Phaser.Sprite;
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var eyes: Phaser.Sprite;
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var wobble: Phaser.DynamicTexture;
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function create() {
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myGame.camera.backgroundColor = 'rgb(82,154,206)';
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// Create our DynamicTexture
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wobble = myGame.add.dynamicTexture(48, 100);
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slime = myGame.add.sprite(200, 300);
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slime.width = 48;
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slime.height = 100;
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slime.loadDynamicTexture(wobble);
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eyes = myGame.add.sprite(210, 326, 'eyes');
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// Populate the wave with some data
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waveData = myGame.math.sinCosGenerator(32, 8, 8, 2);
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}
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function update() {
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wobble.clear();
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updateWobble();
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slime.velocity.x = 0;
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slime.velocity.y = 0;
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slime.angularVelocity = 0;
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eyes.velocity.x = 0;
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eyes.velocity.y = 0;
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eyes.angularVelocity = 0;
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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slime.angularVelocity = -200;
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eyes.angularVelocity = -200;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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slime.angularVelocity = 200;
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eyes.angularVelocity = 200;
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}
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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slime.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
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eyes.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
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}
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}
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// This creates a simple sine-wave effect running through our DynamicTexture.
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// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
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var waveSize = 8;
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var wavePixelChunk = 2;
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var waveData;
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var waveDataCounter;
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function updateWobble()
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{
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var s = 0;
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var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 52 };
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var copyPoint = { x: 0, y: 0 };
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for (var x = 0; x < 48; x += wavePixelChunk)
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{
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copyPoint.x = x;
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copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
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wobble.context.drawImage(myGame.cache.getImage('slime'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
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copyRect.x += wavePixelChunk;
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s++;
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}
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// Cycle through the wave data - this is what causes the image to "undulate"
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var t = waveData.shift();
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waveData.push(t);
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waveDataCounter++;
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if (waveDataCounter == waveData.length)
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{
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waveDataCounter = 0;
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}
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}
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})();
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