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https://github.com/photonstorm/phaser
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38 lines
1.3 KiB
JavaScript
38 lines
1.3 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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// Phaser can load texture atlas files that use the Starling XML file format.
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// As with all load operations the first parameter is a unique key, which must be unique between all image files.
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// Next is the texture atlas itself, in this case seacreatures.png
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// Finally is the path to the XML file that goes with the atlas.
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game.load.atlasXML('seacreatures', 'assets/sprites/seacreatures.png', 'assets/sprites/seacreatures.xml');
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// Note that the XML file should be saved with UTF-8 encoding or some browsers (such as Firefox) won't load it.
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// These are just a few images to use in our underwater scene.
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game.load.image('undersea', 'assets/pics/undersea.jpg');
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game.load.image('coral', 'assets/pics/seabed.png');
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}
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var jellyfish;
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function create() {
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game.add.sprite(0, 0, 'undersea');
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jellyfish = game.add.sprite(330, 100, 'seacreatures');
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jellyfish.animations.add('swim', Phaser.Animation.generateFrameNames('greenJellyfish', 0, 39, '', 4), 30, true);
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jellyfish.animations.play('swim');
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game.add.sprite(0, 466, 'coral');
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game.add.tween(jellyfish).to({ y: 250 }, 4000, Phaser.Easing.Quadratic.InOut, true, 0, 10000, true);
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}
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