Preparing new tests

This commit is contained in:
Richard Davey
2013-05-29 02:58:56 +01:00
parent 3c0c349089
commit 09f57fa346
237 changed files with 13385 additions and 34447 deletions
-35
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@@ -1,35 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
function init() {
// This sets a limit on the up-scale
myGame.stage.scale.maxWidth = 640;
myGame.stage.scale.maxHeight = 480;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
myGame.loader.load();
}
function create() {
myGame.world.setSize(2000, 2000);
for(var i = 0; i < 1000; i++) {
myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
}
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
myGame.camera.scroll.x -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
myGame.camera.scroll.x += 4;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
myGame.camera.scroll.y -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
myGame.camera.scroll.y += 4;
}
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
})();
-62
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@@ -1,62 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
function init() {
// This sets a limit on the up-scale
myGame.stage.scale.maxWidth = 640;
myGame.stage.scale.maxHeight = 480;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
myGame.loader.load();
}
function create() {
myGame.world.setSize(2000, 2000);
for (var i = 0; i < 1000; i++)
{
myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
}
}
function update() {
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
myGame.camera.scroll.x -= 4;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
myGame.camera.scroll.x += 4;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
myGame.camera.scroll.y -= 4;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
myGame.camera.scroll.y += 4;
}
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
})();
-23
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@@ -1,23 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
myGame.loader.load();
}
function create() {
console.log('dragons 8');
myGame.input.onDown.add(test1, this);
}
function test1() {
console.log('down');
}
function update() {
}
function render() {
myGame.input.pointer1.renderDebug();
myGame.input.pointer2.renderDebug();
myGame.input.pointer3.renderDebug();
myGame.input.pointer4.renderDebug();
}
})();
-40
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@@ -1,40 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
myGame.loader.load();
}
function create() {
console.log('dragons 8');
myGame.input.onDown.add(test1, this);
}
function test1() {
console.log('down');
}
function update() {
}
function render() {
myGame.input.pointer1.renderDebug();
myGame.input.pointer2.renderDebug();
myGame.input.pointer3.renderDebug();
myGame.input.pointer4.renderDebug();
}
})();
-39
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@@ -1,39 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
myGame.loader.addImageFile('ball0', 'assets/sprites/yellow_ball.png');
myGame.loader.addImageFile('ball1', 'assets/sprites/aqua_ball.png');
myGame.loader.addImageFile('ball2', 'assets/sprites/blue_ball.png');
myGame.loader.addImageFile('ball3', 'assets/sprites/green_ball.png');
myGame.loader.addImageFile('ball4', 'assets/sprites/red_ball.png');
myGame.loader.addImageFile('ball5', 'assets/sprites/purple_ball.png');
myGame.loader.load();
}
var balls;
function create() {
balls = myGame.add.group();
myGame.input.onTap.add(tapped, this);
}
function tapped(pointer, doubleTap) {
if(balls.countDead() > 0) {
var tempBall = balls.getFirstDead();
tempBall.revive();
tempBall.x = pointer.x;
tempBall.y = pointer.y;
} else {
var tempBall = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
tempBall.setBoundsFromWorld(Phaser.GameObject.OUT_OF_BOUNDS_KILL);
balls.add(tempBall);
}
tempBall.velocity.y = 150;
if(doubleTap) {
tempBall.scale.setTo(4, 4);
}
}
function update() {
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
})();
-64
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@@ -1,64 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
myGame.loader.addImageFile('ball0', 'assets/sprites/yellow_ball.png');
myGame.loader.addImageFile('ball1', 'assets/sprites/aqua_ball.png');
myGame.loader.addImageFile('ball2', 'assets/sprites/blue_ball.png');
myGame.loader.addImageFile('ball3', 'assets/sprites/green_ball.png');
myGame.loader.addImageFile('ball4', 'assets/sprites/red_ball.png');
myGame.loader.addImageFile('ball5', 'assets/sprites/purple_ball.png');
myGame.loader.load();
}
var balls: Phaser.Group;
function create() {
balls = myGame.add.group();
myGame.input.onTap.add(tapped, this);
}
function tapped(pointer: Phaser.Pointer, doubleTap: bool) {
if (balls.countDead() > 0)
{
var tempBall: Phaser.Sprite = <Phaser.Sprite> balls.getFirstDead();
tempBall.revive();
tempBall.x = pointer.x;
tempBall.y = pointer.y;
}
else
{
var tempBall: Phaser.Sprite = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
tempBall.setBoundsFromWorld(Phaser.GameObject.OUT_OF_BOUNDS_KILL);
balls.add(tempBall);
}
tempBall.velocity.y = 150;
if (doubleTap)
{
tempBall.scale.setTo(4, 4);
}
}
function update() {
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
})();
-19
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@@ -1,19 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
}
function create() {
// We lock the game to allowing only 1 Pointer active
// This means on multi-touch systems it will ignore any extra fingers placed down beyond the first
myGame.input.maxPointers = 1;
}
function update() {
}
function render() {
myGame.input.renderDebugInfo(16, 16);
myGame.input.pointer1.renderDebug(true);
myGame.input.pointer2.renderDebug(true);
myGame.input.pointer3.renderDebug(true);
}
})();
-31
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@@ -1,31 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
}
function create() {
// We lock the game to allowing only 1 Pointer active
// This means on multi-touch systems it will ignore any extra fingers placed down beyond the first
myGame.input.maxPointers = 1;
}
function update() {
}
function render() {
myGame.input.renderDebugInfo(16, 16);
myGame.input.pointer1.renderDebug(true);
myGame.input.pointer2.renderDebug(true);
myGame.input.pointer3.renderDebug(true);
}
})();