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Farewell TypeScript, see you on the other side.
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a(nother) new beginning</title>
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<script src="../src/Phaser.js"></script>
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<script src="../src/system/Device.js"></script>
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<script src="../src/core/SignalBinding.js"></script>
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<script src="../src/core/Signal.js"></script>
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<script src="../src/math/RandomDataGenerator.js"></script>
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<script src="../src/animation/Animation.js"></script>
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<script src="../src/animation/Frame.js"></script>
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<script src="../src/animation/FrameData.js"></script>
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<script src="../src/animation/Parser.js"></script>
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<script src="../src/loader/Cache.js"></script>
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<script src="../src/loader/Loader.js"></script>
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<script src="../src/Game.js"></script>
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</head>
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<body>
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<script type="text/javascript">
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function loadStarted(size) {
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console.log('Loader started, queue size:', size);
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}
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// this.progress, previousKey, success, this.queueSize - this._keys.length, this.queueSize
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function fileLoaded(progress, key, success, remaining, total) {
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console.log('File Loaded:', key);
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console.log('Progress: ' + progress + '%');
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console.log('File: ' + remaining + ' out of ' + total);
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}
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function loadCompleted() {
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console.log('Loader finished');
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// Let's try adding an image to the DOM
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document.body.appendChild(game.cache.getImage('mummy'));
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// Dump the animation data out
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console.log(game.cache.getFrameData('mummy'));
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}
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var game = new Phaser.Game(this, '', 800, 600);
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45);
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game.load.onLoadStart.add(loadStarted, this);
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game.load.onFileComplete.add(fileLoaded, this);
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game.load.onLoadComplete.add(loadCompleted, this);
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game.load.start();
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</script>
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</body>
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</html>
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