mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
35 lines
1.2 KiB
JavaScript
35 lines
1.2 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('atari2', 'assets/sprites/atari800xl.png');
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game.load.image('atari4', 'assets/sprites/atari800.png');
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game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
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game.load.image('duck', 'assets/sprites/darkwing_crazy.png');
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game.load.image('firstaid', 'assets/sprites/firstaid.png');
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game.load.image('diamond', 'assets/sprites/diamond.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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function create() {
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// This returns an array of all the image keys in the cache
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var images = game.cache.getImageKeys();
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// Now let's create some random sprites and enable them all for drag and 'bring to top'
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for (var i = 0; i < 20; i++)
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{
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var img = game.rnd.pick(images);
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var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, img);
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tempSprite.inputEnabled = true;
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tempSprite.input.enableDrag(false, true);
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}
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}
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function render() {
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game.debug.renderInputInfo(32, 32);
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}
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