New user submitted examples

This commit is contained in:
photonstorm
2013-12-13 23:56:39 +00:00
parent a361a18616
commit 03ae324d26
7 changed files with 440 additions and 0 deletions
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@@ -52,6 +52,14 @@ New features:
* Added Device.vibration to check if the Vibration API is available or not.
* Added Device.trident and Device.tridentVersion for testing IE11 and forced IE11 to Canvas renderer until pixi updates to support it.
New Examples:
* Physics - Bounce by Patrick OReilly.
* Physics - Bounce with gravity by Patrick OReilly.
* Physics - Bounce accelerator (use the keyboard) by Patrick OReilly.
* Physics - Bounce knock (use the keyboard) by Patrick OReilly.
* Physics - Snake (use the keyboard to control the snake like creature) by Patrick OReilly and Richard Davey.
Updates:
* When a Sprite is destroyed any active filters are removed as well.
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// 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() {
game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
}
var flyer;
function create() {
cursors = game.input.keyboard.createCursorKeys();
flyer = game.add.sprite(400, 200, 'dude');
flyer.animations.add('left', [0, 1, 2, 3], 10, true);
flyer.animations.add('right', [5, 6, 7, 8], 10, true);
// This gets it moving
flyer.body.velocity.setTo(200, 200);
// This makes the game world bounce-able
flyer.body.collideWorldBounds = true;
// This sets the image bounce energy for the horizontal
// and vertical vectors (as an x,y point). "1" is 100% energy return
flyer.body.bounce.setTo(0.8, 0.8);
// This sets the gravity the sprite responds to in the world, as a point
// Leave x=0 and set y=8 to simulate falling
flyer.body.gravity.setTo(0, 8);
}
// Change the vertical and horizontal acceleration property accordingly with the key pressed
// Also turn on and off the animation. Dude should have wings ;)
function update () {
if (cursors.up.isDown)
{
flyer.body.acceleration.y = -600;
if (flyer.body.velocity.x > 0)
{
flyer.animations.play('right');
}
else
{
flyer.animations.play('left');
}
}
else if (cursors.down.isDown)
{
flyer.body.acceleration.y = 600;
if (flyer.body.velocity.x > 0)
{
flyer.animations.play('right');
}
else
{
flyer.animations.play('left');
}
}
else if (cursors.left.isDown)
{
flyer.body.acceleration.x = -500;
flyer.animations.play('left');
}
else if (cursors.right.isDown)
{
flyer.body.acceleration.x = 500;
flyer.animations.play('right');
}
else
{
flyer.frame = 4;
flyer.body.acceleration.setTo(0,0);
flyer.animations.stop();
}
}
function render () {
//debug helper
game.debug.renderSpriteInfo(flyer,32,32);
}
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// 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() {
game.load.image('dude', 'assets/sprites/phaser-dude.png');
game.load.image('ball', 'assets/sprites/pangball.png');
}
var image;
function create() {
cursors = game.input.keyboard.createCursorKeys();
// This creates a simple sprite that is using our loaded image and
// displays it on-screen
// and assign it to a variable
ball = game.add.sprite(400, 200, 'ball');
knocker = game.add.sprite(400, 200, 'dude');
// This gets it moving
ball.body.velocity.setTo(200, 200);
// This makes the game world bounce-able
ball.body.collideWorldBounds = true;
// This sets the image bounce energy for the horizontal
// and vertical vectors (as an x,y point). "1" is 100% energy return
ball.body.bounce.setTo(1, 1);
// This sets the gravity the sprite responds to in the world, as a point
// Here we leave x=0 and set y=8 to simulate falling
ball.body.gravity.setTo(0, 8);
}
// Move the knocker with the arrow keys
function update () {
if (cursors.up.isDown)
{
knocker.body.velocity.y = -400;
}
else if (cursors.down.isDown)
{
knocker.body.velocity.y = 400;
}
else if (cursors.left.isDown)
{
knocker.body.velocity.x = -400;
}
else if (cursors.right.isDown)
{
knocker.body.velocity.x = 400;
}
else
{
knocker.body.velocity.setTo(0, 0);
}
// Enable physics between the knocker and the ball
game.physics.collide(knocker, ball);
}
function render () {
//debug helper
game.debug.renderSpriteInfo(ball, 32, 32);
}
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// 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(400, 200, '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 (as an x,y point). "1" is 100% energy return
image.body.bounce.setTo(0.8, 0.8);
// This sets the gravity the sprite responds to in the world, as a point
// Leave x=0 and set y=8 to simulate falling
image.body.gravity.setTo(0, 8);
}
function update () {
// nothing required here
}
function render () {
//debug helper
game.debug.renderSpriteInfo(image,32,32);
}
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// 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);
}
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// Snake by Patrick OReilly and Richard Davey
// 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() {
game.load.image('ball','assets/sprites/shinyball.png');
}
var snakeHead; //head of snake sprite
var snakeSection = new Array(); //array of sprites that make the snake body sections
var snakePath = new Array(); //arrary of positions(points) that have to be stored for the path the sections follow
var numSnakeSections = 30; //number of snake body sections
var snakeSpacer = 6; //parameter that sets the spacing between sections
function create() {
game.world.setBounds(0, 0, 800, 600);
cursors = game.input.keyboard.createCursorKeys();
snakeHead = game.add.sprite(400, 300, 'ball');
snakeHead.anchor.setTo(0.5, 0.5);
// Init snakeSection array
for (var i = 1; i <= numSnakeSections-1; i++)
{
snakeSection[i] = game.add.sprite(400, 300, 'ball');
snakeSection[i].anchor.setTo(0.5, 0.5);
}
// Init snakePath array
for (var i = 0; i <= numSnakeSections * snakeSpacer; i++)
{
snakePath[i] = new Phaser.Point(400, 300);
}
}
function update() {
snakeHead.body.velocity.setTo(0, 0);
snakeHead.body.angularVelocity = 0;
if (cursors.up.isDown)
{
snakeHead.body.velocity.copyFrom(game.physics.velocityFromAngle(snakeHead.angle, 300));
// Everytime the snake head moves, insert the new location at the start of the array,
// and knock the last position off the end
var part = snakePath.pop();
part.setTo(snakeHead.x, snakeHead.y);
snakePath.unshift(part);
for (var i = 1; i <= numSnakeSections - 1; i++)
{
snakeSection[i].x = (snakePath[i * snakeSpacer]).x;
snakeSection[i].y = (snakePath[i * snakeSpacer]).y;
}
}
if (cursors.left.isDown)
{
snakeHead.body.angularVelocity = -300;
}
else if (cursors.right.isDown)
{
snakeHead.body.angularVelocity = 300;
}
}
function render() {
game.debug.renderSpriteInfo(snakeHead, 32, 32);
}
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// Snake by Patrick OReilly and Richard Davey
// 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() {
game.load.image('ball','assets/sprites/shinyball.png');
}
var snakeHead; //head of snake sprite
var snakeSection = new Array(); //array of sprites that make the snake body sections
var snakePath = new Array(); //arrary of positions(points) that have to be stored for the path the sections follow
var numSnakeSections = 6; //number of snake body sections
var snakeSpacer = 6; //parameter that sets the spacing between sections
function create() {
game.world.setBounds(0, 0, 800, 600);
cursors = game.input.keyboard.createCursorKeys();
snakeHead = game.add.sprite(400, 300, 'ball');
snakeHead.anchor.setTo(0.5, 0.5);
// Init snakeSection array
for (var i = 1; i <= numSnakeSections-1; i++)
{
snakeSection[i] = game.add.sprite(400, 300, 'ball');
snakeSection[i].anchor.setTo(0.5, 0.5);
}
// Init snakePath array
for (var i = 0; i <= numSnakeSections * snakeSpacer; i++)
{
snakePath[i] = new Phaser.Point(400, 300);
}
//snakeHead.body.velocity.setTo(0
}
function update() {
// snakeHead.body.velocity.setTo(0, 0);
snakeHead.body.angularVelocity = 0;
// if (cursors.up.isDown)
// {
snakeHead.body.velocity.copyFrom(game.physics.velocityFromAngle(snakeHead.angle, 200));
// Everytime the snake head moves, insert the new location at the start of the array,
// and knock the last position off the end
var part = snakePath.pop();
part.setTo(snakeHead.x, snakeHead.y);
snakePath.unshift(part);
for (var i = 1; i <= numSnakeSections - 1; i++)
{
snakeSection[i].x = (snakePath[i * snakeSpacer]).x;
snakeSection[i].y = (snakePath[i * snakeSpacer]).y;
}
// }
if (cursors.left.isDown)
{
snakeHead.body.angularVelocity = -300;
}
else if (cursors.right.isDown)
{
snakeHead.body.angularVelocity = 300;
}
}
function render() {
// game.debug.renderSpriteInfo(snakeHead, 32, 32);
}