mirror of
https://github.com/photonstorm/phaser
synced 2024-11-14 17:07:43 +00:00
81 lines
1.9 KiB
JavaScript
81 lines
1.9 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('star', 'assets/sprites/bullet.png');
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}
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var star;
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var texture1;
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var texture2;
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var texture3;
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var stars = [];
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function create() {
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// This is the sprite that will be drawn to the texture, we set it to visible false as we only need its texture data.
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star = game.add.sprite(0, 0, 'star');
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star.visible = false;
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// For this effect we'll create a vertical scrolling starfield with 300 stars split across 3 layers.
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// This will use only 3 textures / sprites in total.
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texture1 = game.add.renderTexture('texture1', 800, 600);
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texture2 = game.add.renderTexture('texture2', 800, 600);
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texture3 = game.add.renderTexture('texture3', 800, 600);
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game.add.sprite(0, 0, texture1);
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game.add.sprite(0, 0, texture2);
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game.add.sprite(0, 0, texture3);
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var t = texture1;
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var s = 4;
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// 100 sprites per layer
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for (var i = 0; i < 300; i++)
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{
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if (i == 100)
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{
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// With each 100 stars we ramp up the speed a little and swap to the next texture
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s = 6;
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t = texture2;
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}
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else if (i == 200)
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{
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s = 7;
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t = texture3;
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}
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stars.push( { x: game.world.randomX, y: game.world.randomY, speed: s, texture: t });
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}
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}
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function update() {
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for (var i = 0; i < 300; i++)
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{
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// Update the stars y position based on its speed
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stars[i].y += stars[i].speed;
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if (stars[i].y > 600)
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{
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// Off the bottom of the screen? Then wrap around to the top
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stars[i].x = game.world.randomX;
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stars[i].y = -32;
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}
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if (i == 0 || i == 100 || i == 200)
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{
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// If it's the first star of the layer then we clear the texture
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stars[i].texture.renderXY(star, stars[i].x, stars[i].y, true, true);
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}
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else
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{
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// Otherwise just draw the star sprite where we need it
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stars[i].texture.renderXY(star, stars[i].x, stars[i].y, false, true);
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}
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}
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}
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