mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Revamping the examples area.
This commit is contained in:
@@ -0,0 +1,29 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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}
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function update() {
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sprite.rotation = game.physics.accelerateToPointer(sprite, this.game.input.activePointer, 500, 500, 500);
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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}
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@@ -1,41 +0,0 @@
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<?php
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$title = "Accelerate to the Active Pointer";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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}
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function update() {
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sprite.rotation = game.physics.accelerateToPointer(sprite, this.game.input.activePointer, 500, 500, 500);
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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}
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -0,0 +1,39 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/longarrow.png');
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game.load.image('ball', 'assets/sprites/pangball.png');
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}
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var arrow;
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var target;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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arrow = game.add.sprite(200, 250, 'arrow');
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arrow.anchor.setTo(0.1, 0.5);
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target = game.add.sprite(600, 400, 'ball');
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target.anchor.setTo(0.5, 0.5);
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target.inputEnabled = true;
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target.input.enableDrag(true);
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}
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function update() {
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arrow.rotation = game.physics.angleBetween(arrow, target);
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}
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function render() {
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game.debug.renderText("Drag the ball", 32, 32);
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game.debug.renderSpriteInfo(arrow, 32, 100);
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}
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@@ -1,51 +0,0 @@
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<?php
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$title = "Angle between two Sprites";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/longarrow.png');
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game.load.image('ball', 'assets/sprites/pangball.png');
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}
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var arrow;
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var target;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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arrow = game.add.sprite(200, 250, 'arrow');
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arrow.anchor.setTo(0.1, 0.5);
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target = game.add.sprite(600, 400, 'ball');
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target.anchor.setTo(0.5, 0.5);
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target.inputEnabled = true;
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target.input.enableDrag(true);
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}
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function update() {
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arrow.rotation = game.physics.angleBetween(arrow, target);
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}
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function render() {
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game.debug.renderText("Drag the ball", 32, 32);
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game.debug.renderSpriteInfo(arrow, 32, 100);
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}
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -0,0 +1,31 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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}
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function update() {
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// This will update the sprite.rotation so that it points to the currently active pointer
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// On a Desktop that is the mouse, on mobile the most recent finger press.
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sprite.rotation = game.physics.angleToPointer(sprite);
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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}
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@@ -1,43 +0,0 @@
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<?php
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$title = "Angle between Sprite and Active Pointer";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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}
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function update() {
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// This will update the sprite.rotation so that it points to the currently active pointer
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// On a Desktop that is the mouse, on mobile the most recent finger press.
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sprite.rotation = game.physics.angleToPointer(sprite);
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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}
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</script>
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<?php
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require('../foot.php');
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?>
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+50
@@ -0,0 +1,50 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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// We'll set a lower max angular velocity here to keep it from going totally nuts
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sprite.body.maxAngular = 500;
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// Apply a drag otherwise the sprite will just spin and never slow down
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sprite.body.angularDrag = 50;
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}
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function update() {
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// Reset the acceleration
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sprite.body.angularAcceleration = 0;
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// Apply acceleration if the left/right arrow keys are held down
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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sprite.body.angularAcceleration -= 200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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sprite.body.angularAcceleration += 200;
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}
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
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game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
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game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
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game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
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}
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@@ -1,62 +0,0 @@
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<?php
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$title = "Angular Acceleration";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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// We'll set a lower max angular velocity here to keep it from going totally nuts
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sprite.body.maxAngular = 500;
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// Apply a drag otherwise the sprite will just spin and never slow down
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sprite.body.angularDrag = 50;
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}
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function update() {
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// Reset the acceleration
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sprite.body.angularAcceleration = 0;
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// Apply acceleration if the left/right arrow keys are held down
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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sprite.body.angularAcceleration -= 200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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sprite.body.angularAcceleration += 200;
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}
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
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game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
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game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
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game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
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}
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</script>
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<?php
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require('../foot.php');
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?>
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Vendored
+49
@@ -0,0 +1,49 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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}
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function update() {
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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sprite.body.angularVelocity = 0;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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sprite.body.angularVelocity = -200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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sprite.body.angularVelocity = 200;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
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}
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
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game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
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game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
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game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
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}
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@@ -1,61 +0,0 @@
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<?php
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$title = "Angular Velocity";
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require('../head.php');
|
||||
?>
|
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<script type="text/javascript">
|
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|
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('arrow', 'assets/sprites/arrow.png');
|
||||
}
|
||||
|
||||
var sprite;
|
||||
|
||||
function create() {
|
||||
|
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game.stage.backgroundColor = '#0072bc';
|
||||
|
||||
sprite = game.add.sprite(400, 300, 'arrow');
|
||||
sprite.anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
sprite.body.velocity.x = 0;
|
||||
sprite.body.velocity.y = 0;
|
||||
sprite.body.angularVelocity = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
sprite.body.angularVelocity = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
sprite.body.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteInfo(sprite, 32, 32);
|
||||
game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
|
||||
game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
|
||||
game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
|
||||
game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
@@ -0,0 +1,63 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('car', 'assets/sprites/car90.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
|
||||
}
|
||||
|
||||
var car;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
aliens = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = aliens.create(game.world.randomX, game.world.randomY, 'baddie');
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(0.8, 0.8);
|
||||
s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
|
||||
}
|
||||
|
||||
car = game.add.sprite(400, 300, 'car');
|
||||
car.anchor.setTo(0.5, 0.5);
|
||||
car.body.collideWorldBounds = true;
|
||||
car.body.bounce.setTo(0.8, 0.8);
|
||||
car.body.allowRotation = true;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
car.body.velocity.x = 0;
|
||||
car.body.velocity.y = 0;
|
||||
car.body.angularVelocity = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.body.angularVelocity = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.body.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
|
||||
game.physics.collide(car, aliens);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteInfo(car, 32, 32);
|
||||
|
||||
}
|
||||
@@ -1,76 +0,0 @@
|
||||
<?php
|
||||
$title = "Mass Velocity Test";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('car', 'assets/sprites/car90.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
|
||||
}
|
||||
|
||||
var car;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
aliens = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = aliens.create(game.world.randomX, game.world.randomY, 'baddie');
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(0.8, 0.8);
|
||||
s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
|
||||
}
|
||||
|
||||
car = game.add.sprite(400, 300, 'car');
|
||||
car.anchor.setTo(0.5, 0.5);
|
||||
car.body.collideWorldBounds = true;
|
||||
car.body.bounce.setTo(0.8, 0.8);
|
||||
car.body.allowRotation = true;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
car.body.velocity.x = 0;
|
||||
car.body.velocity.y = 0;
|
||||
car.body.angularVelocity = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.body.angularVelocity = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.body.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
|
||||
game.physics.collide(car, aliens);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteInfo(car, 32, 32);
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('ball', 'assets/sprites/shinyball.png');
|
||||
|
||||
}
|
||||
|
||||
var balls;
|
||||
|
||||
function create() {
|
||||
|
||||
balls = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
balls.create(game.world.randomX, game.world.randomY, 'ball');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.mousePointer.isDown)
|
||||
{
|
||||
// First is the callback
|
||||
// Second is the context in which the callback runs, in this case game.physics
|
||||
// Third is the parameter the callback expects - it is always sent the Group child as the first parameter
|
||||
balls.forEach(game.physics.moveToPointer, game.physics, false, 200);
|
||||
}
|
||||
else
|
||||
{
|
||||
balls.setAll('body.velocity.x', 0);
|
||||
balls.setAll('body.velocity.y', 0);
|
||||
}
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
<?php
|
||||
$title = "Group moves towards object";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('ball', 'assets/sprites/shinyball.png');
|
||||
|
||||
}
|
||||
|
||||
var balls;
|
||||
|
||||
function create() {
|
||||
|
||||
balls = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
balls.create(game.world.randomX, game.world.randomY, 'ball');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.mousePointer.isDown)
|
||||
{
|
||||
// First is the callback
|
||||
// Second is the context in which the callback runs, in this case game.physics
|
||||
// Third is the parameter the callback expects - it is always sent the Group child as the first parameter
|
||||
balls.forEach(game.physics.moveToPointer, game.physics, false, 200);
|
||||
}
|
||||
else
|
||||
{
|
||||
balls.setAll('body.velocity.x', 0);
|
||||
balls.setAll('body.velocity.y', 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
@@ -0,0 +1,41 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('arrow', 'assets/sprites/longarrow.png');
|
||||
}
|
||||
|
||||
var sprite1;
|
||||
var sprite2;
|
||||
var sprite3;
|
||||
var sprite4;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#363636';
|
||||
|
||||
sprite1 = game.add.sprite(150, 150, 'arrow');
|
||||
sprite1.anchor.setTo(0.1, 0.5);
|
||||
|
||||
sprite2 = game.add.sprite(200, 500, 'arrow');
|
||||
sprite2.anchor.setTo(0.1, 0.5);
|
||||
|
||||
sprite3 = game.add.sprite(400, 200, 'arrow');
|
||||
sprite3.anchor.setTo(0.1, 0.5);
|
||||
|
||||
sprite4 = game.add.sprite(600, 400, 'arrow');
|
||||
sprite4.anchor.setTo(0.1, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// This will update the sprite.rotation so that it points to the currently active pointer
|
||||
// On a Desktop that is the mouse, on mobile the most recent finger press.
|
||||
|
||||
sprite1.rotation = game.physics.angleToPointer(sprite1);
|
||||
sprite2.rotation = game.physics.angleToPointer(sprite2);
|
||||
sprite3.rotation = game.physics.angleToPointer(sprite3);
|
||||
sprite4.rotation = game.physics.angleToPointer(sprite4);
|
||||
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
<?php
|
||||
$title = "Angle between Multiple Sprites and Pointers";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
game.load.image('arrow', 'assets/sprites/longarrow.png');
|
||||
}
|
||||
|
||||
var sprite1;
|
||||
var sprite2;
|
||||
var sprite3;
|
||||
var sprite4;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#363636';
|
||||
|
||||
sprite1 = game.add.sprite(150, 150, 'arrow');
|
||||
sprite1.anchor.setTo(0.1, 0.5);
|
||||
|
||||
sprite2 = game.add.sprite(200, 500, 'arrow');
|
||||
sprite2.anchor.setTo(0.1, 0.5);
|
||||
|
||||
sprite3 = game.add.sprite(400, 200, 'arrow');
|
||||
sprite3.anchor.setTo(0.1, 0.5);
|
||||
|
||||
sprite4 = game.add.sprite(600, 400, 'arrow');
|
||||
sprite4.anchor.setTo(0.1, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// This will update the sprite.rotation so that it points to the currently active pointer
|
||||
// On a Desktop that is the mouse, on mobile the most recent finger press.
|
||||
|
||||
sprite1.rotation = game.physics.angleToPointer(sprite1);
|
||||
sprite2.rotation = game.physics.angleToPointer(sprite2);
|
||||
sprite3.rotation = game.physics.angleToPointer(sprite3);
|
||||
sprite4.rotation = game.physics.angleToPointer(sprite4);
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
@@ -0,0 +1,67 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('ship', 'assets/sprites/xenon2_ship.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
}
|
||||
|
||||
var ship;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
aliens = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = aliens.create(game.world.randomX, game.world.randomY, 'baddie')
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(1, 1);
|
||||
s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
|
||||
}
|
||||
|
||||
ship = game.add.sprite(400, 400, 'ship');
|
||||
ship.body.collideWorldBounds = true;
|
||||
ship.body.bounce.setTo(1, 1);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
ship.body.velocity.x -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
ship.body.velocity.x += 2;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
ship.body.velocity.y -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
ship.body.velocity.y += 2;
|
||||
}
|
||||
|
||||
game.physics.collide(ship, aliens);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderQuadTree(game.physics.quadTree);
|
||||
game.debug.renderRectangle(ship.body);
|
||||
|
||||
// game.debug.renderText('total: ' + total.length, 32, 50);
|
||||
|
||||
game.debug.renderText('up: ' + ship.body.touching.up, 32, 70);
|
||||
game.debug.renderText('down: ' + ship.body.touching.down, 32, 90);
|
||||
game.debug.renderText('left: ' + ship.body.touching.left, 32, 110);
|
||||
game.debug.renderText('right: ' + ship.body.touching.right, 32, 130);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('ship', 'assets/sprites/xenon2_ship.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
}
|
||||
|
||||
var ship;
|
||||
var total;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world.setBounds(0,0,2000, 2000);
|
||||
|
||||
aliens = [];
|
||||
|
||||
for (var i = 0; i < 1000; i++)
|
||||
{
|
||||
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'baddie');
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(1, 1);
|
||||
s.body.velocity.setTo(10 + Math.random() * 10, 10 + Math.random() * 10);
|
||||
aliens.push(s);
|
||||
}
|
||||
|
||||
ship = game.add.sprite(400, 400, 'ship');
|
||||
ship.body.collideWorldBounds = true;
|
||||
ship.body.bounce.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
for (var i = 0; i < aliens.length; i++)
|
||||
{
|
||||
aliens[i].alpha = 0.3;
|
||||
}
|
||||
|
||||
total = game.physics.quadTree.retrieve(ship);
|
||||
|
||||
// Get the ships top-most ID. If the length of that ID is 1 then we can ignore every other result,
|
||||
// it's simply not colliding with anything :)
|
||||
|
||||
for (var i = 0; i < total.length; i++)
|
||||
{
|
||||
total[i].sprite.alpha = 1;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
ship.body.velocity.x -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
ship.body.velocity.x += 2;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
ship.body.velocity.y -= 2;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
ship.body.velocity.y += 2;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
for (var i = 0; i < aliens.length; i++)
|
||||
{
|
||||
// game.debug.renderRectangle(aliens[i].bounds);
|
||||
}
|
||||
|
||||
game.debug.renderText(total.length, 32, 32);
|
||||
game.debug.renderQuadTree(game.physics.quadTree);
|
||||
// game.debug.renderRectangle(ship);
|
||||
|
||||
game.debug.renderText('Index: ' + ship.body.quadTreeIndex, 32, 80);
|
||||
|
||||
for (var i = 0; i < ship.body.quadTreeIDs.length; i++)
|
||||
{
|
||||
game.debug.renderText('ID: ' + ship.body.quadTreeIDs[i], 32, 100 + (i * 20));
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('arrow', 'assets/sprites/arrow.png');
|
||||
game.load.image('bullet', 'assets/sprites/purple_ball.png');
|
||||
|
||||
}
|
||||
|
||||
var sprite;
|
||||
var bullets;
|
||||
|
||||
var fireRate = 100;
|
||||
var nextFire = 0;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#313131';
|
||||
|
||||
bullets = game.add.group();
|
||||
bullets.createMultiple(50, 'bullet');
|
||||
bullets.setAll('anchor.x', 0.5);
|
||||
bullets.setAll('anchor.y', 0.5);
|
||||
bullets.setAll('outOfBoundsKill', true);
|
||||
|
||||
sprite = game.add.sprite(400, 300, 'arrow');
|
||||
sprite.anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
sprite.rotation = game.physics.angleToPointer(sprite);
|
||||
|
||||
if (game.input.activePointer.isDown)
|
||||
{
|
||||
fire();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function fire() {
|
||||
|
||||
if (game.time.now > nextFire && bullets.countDead() > 0)
|
||||
{
|
||||
nextFire = game.time.now + fireRate;
|
||||
|
||||
var bullet = bullets.getFirstDead();
|
||||
|
||||
bullet.reset(sprite.x, sprite.y);
|
||||
|
||||
bullet.rotation = game.physics.moveToPointer(bullet, 300);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderText('Active Bullets: ' + bullets.countLiving() + ' / ' + bullets.total, 32, 32);
|
||||
game.debug.renderSpriteInfo(sprite, 32, 450);
|
||||
|
||||
}
|
||||
@@ -1,75 +0,0 @@
|
||||
<?php
|
||||
$title = "Shoot the Pointer";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('arrow', 'assets/sprites/arrow.png');
|
||||
game.load.image('bullet', 'assets/sprites/purple_ball.png');
|
||||
|
||||
}
|
||||
|
||||
var sprite;
|
||||
var bullets;
|
||||
|
||||
var fireRate = 100;
|
||||
var nextFire = 0;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#313131';
|
||||
|
||||
bullets = game.add.group();
|
||||
bullets.createMultiple(50, 'bullet');
|
||||
bullets.setAll('anchor.x', 0.5);
|
||||
bullets.setAll('anchor.y', 0.5);
|
||||
bullets.setAll('outOfBoundsKill', true);
|
||||
|
||||
sprite = game.add.sprite(400, 300, 'arrow');
|
||||
sprite.anchor.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
sprite.rotation = game.physics.angleToPointer(sprite);
|
||||
|
||||
if (game.input.activePointer.isDown)
|
||||
{
|
||||
fire();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function fire() {
|
||||
|
||||
if (game.time.now > nextFire && bullets.countDead() > 0)
|
||||
{
|
||||
nextFire = game.time.now + fireRate;
|
||||
|
||||
var bullet = bullets.getFirstDead();
|
||||
|
||||
bullet.reset(sprite.x, sprite.y);
|
||||
|
||||
bullet.rotation = game.physics.moveToPointer(bullet, 300);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderText('Active Bullets: ' + bullets.countLiving() + ' / ' + bullets.total, 32, 32);
|
||||
game.debug.renderSpriteInfo(sprite, 32, 450);
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
@@ -0,0 +1,46 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
}
|
||||
|
||||
var fuji;
|
||||
var b;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
fuji = game.add.sprite(game.world.centerX, game.world.centerY, 'fuji');
|
||||
fuji.anchor.setTo(0, 0.5);
|
||||
// fuji.angle = 34;
|
||||
|
||||
b = new Phaser.Rectangle(fuji.center.x, fuji.center.y, fuji.width, fuji.height);
|
||||
|
||||
//Remember that the sprite is rotating around its anchor
|
||||
game.add.tween(fuji).to({ angle: 360 }, 20000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.activePointer.justPressed())
|
||||
{
|
||||
fuji.centerOn(game.input.x, game.input.y);
|
||||
}
|
||||
|
||||
b.x = fuji.center.x - fuji.halfWidth;
|
||||
b.y = fuji.center.y - fuji.halfHeight;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
//Phaser.DebugUtils.renderSpriteWorldViewBounds(fuji);
|
||||
//Phaser.DebugUtils.renderSpriteBounds(fuji);
|
||||
game.debug.renderSpriteCorners(fuji);
|
||||
//Phaser.DebugUtils.renderSpriteWorldView(fuji, 32, 32);
|
||||
game.debug.renderRectangle(b, 'rgba(0,20,91,1)');
|
||||
|
||||
}
|
||||
@@ -1,62 +0,0 @@
|
||||
<?php
|
||||
$title = "Motion";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update,render:render});
|
||||
|
||||
function preload() {
|
||||
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
}
|
||||
|
||||
var fuji,
|
||||
b;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
fuji = game.add.sprite(game.world.centerX, game.world.centerY, 'fuji');
|
||||
fuji.anchor.setTo(0, 0.5);
|
||||
// fuji.angle = 34;
|
||||
|
||||
b = new Phaser.Rectangle(fuji.center.x, fuji.center.y, fuji.width, fuji.height);
|
||||
|
||||
//Remember that the sprite is rotating around its anchor
|
||||
game.add.tween(fuji).to({ angle: 360 }, 20000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.activePointer.justPressed()){
|
||||
fuji.centerOn(game.input.x, game.input.y);
|
||||
}
|
||||
|
||||
b.x = fuji.center.x - fuji.halfWidth;
|
||||
b.y = fuji.center.y - fuji.halfHeight;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
//Phaser.DebugUtils.renderSpriteWorldViewBounds(fuji);
|
||||
//Phaser.DebugUtils.renderSpriteBounds(fuji);
|
||||
game.debug.renderSpriteCorners(fuji);
|
||||
//Phaser.DebugUtils.renderSpriteWorldView(fuji, 32, 32);
|
||||
game.debug.renderRectangle(b, 'rgba(0,20,91,1)');
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
|
||||
Reference in New Issue
Block a user