mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 01:24:48 +00:00
66 lines
No EOL
2.2 KiB
JavaScript
66 lines
No EOL
2.2 KiB
JavaScript
var __extends = (this && this.__extends) || (function () {
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var extendStatics = function (d, b) {
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extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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return extendStatics(d, b);
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};
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return function (d, b) {
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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var MyScene = /** @class */ (function (_super) {
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__extends(MyScene, _super);
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function MyScene() {
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return _super !== null && _super.apply(this, arguments) || this;
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}
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MyScene.prototype.preload = function () {
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this.load.atlas('cards', 'assets/atlas/cards.png', 'assets/atlas/cards.json');
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};
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MyScene.prototype.create = function () {
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var sprite = this.add.sprite(400, 300, 'cards', 'clubs3');
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sprite.setInteractive();
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this.input.on('pointerdown', function () {
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sprite.setFrame('hearts4');
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});
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};
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return MyScene;
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}(Phaser.Scene));
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var config = {
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type: Phaser.AUTO,
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parent: 'phaser-example',
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width: 800,
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height: 600,
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scene: MyScene
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};
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var game = new Phaser.Game(config);
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var scene = new Phaser.Scene("");
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var blitter = new Phaser.GameObjects.Blitter(scene, 10, 10);
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var conf = {
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type: Phaser.AUTO,
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width: 100,
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height: 100,
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zoom: 1,
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resolution: 1
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};
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var tex = null;
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tex.source[0].setFilter(Phaser.Textures.FilterMode.LINEAR);
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tex.setFilter(Phaser.Textures.FilterMode.LINEAR);
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tex.setFilter(Phaser.Textures.NEAREST);
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var sprite = new Phaser.GameObjects.Sprite(scene, 0, 0, "test");
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var MyVec = /** @class */ (function (_super) {
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__extends(MyVec, _super);
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function MyVec() {
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return _super !== null && _super.apply(this, arguments) || this;
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}
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MyVec.prototype.extra = function () {
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};
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return MyVec;
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}(Phaser.Geom.Rectangle));
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var p = new MyVec();
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sprite.getBounds(p).extra();
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var container = scene.add.container(0, 0);
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container.getWorldTransformMatrix();
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//# sourceMappingURL=game.js.map
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