mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
47 lines
No EOL
1.3 KiB
JavaScript
47 lines
No EOL
1.3 KiB
JavaScript
// mods by Patrick OReilly
|
|
// Twitter: @pato_reilly Web: http://patricko.byethost9.com
|
|
|
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
|
|
|
function preload() {
|
|
|
|
// You can fill the preloader with as many assets as your game requires
|
|
|
|
// Here we are loading an image. The first parameter is the unique
|
|
// string by which we'll identify the image later in our code.
|
|
|
|
// The second parameter is the URL of the image (relative)
|
|
game.load.image('flyer', 'assets/sprites/phaser-dude.png');
|
|
}
|
|
|
|
var image;
|
|
|
|
function create() {
|
|
|
|
// This creates a simple sprite that is using our loaded image and
|
|
// displays it on-screen
|
|
// and assign it to a variable
|
|
image = game.add.sprite(0, 0, 'flyer');
|
|
|
|
// This gets it moving
|
|
image.body.velocity.setTo(200,200);
|
|
|
|
// This makes the game world bounce-able
|
|
image.body.collideWorldBounds = true;
|
|
|
|
// This sets the image bounce energy for the horizontal
|
|
// and vertical vectors. "1" is 100% energy return
|
|
image.body.bounce.setTo(1,1);
|
|
|
|
}
|
|
|
|
function update () {
|
|
|
|
//nothing required here
|
|
|
|
}
|
|
|
|
function render () {
|
|
//debug helper
|
|
game.debug.renderSpriteInfo(image,32,32);
|
|
} |