mirror of
https://github.com/wassname/phaser.git
synced 2026-07-28 11:23:50 +08:00
Preparing new tests
This commit is contained in:
@@ -0,0 +1,5 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// If you don't give any parameters to Phaser beyond the defaults you'll see the standard Phaser boot screen appear.
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var game = new Phaser.Game(this, 'game');
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})();
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@@ -0,0 +1,8 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// If you don't give any parameters to Phaser beyond the defaults you'll see the standard Phaser boot screen appear.
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var game = new Phaser.Game(this, 'game');
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})();
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@@ -1,4 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600);
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})();
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@@ -1,7 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600);
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})();
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@@ -1,58 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Let's test having 2 totally separate games embedded on the same page
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var myGame = new Phaser.Game(this, 'game', 400, 400, init, create, update);
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// They can share the same parent div, they'll just butt-up next to each other
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var myGame2 = new Phaser.Game(this, 'game', 400, 400, init2, create2, update2);
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function init() {
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myGame.world.setSize(3000, 3000);
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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}
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function create() {
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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for(var i = 0; i < 1000; i++) {
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myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
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}
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}
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function update() {
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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myGame.camera.scroll.x -= 4;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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myGame.camera.scroll.x += 4;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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myGame.camera.scroll.y += 4;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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myGame.camera.scroll.y -= 4;
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}
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}
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// And now for game 2, we're basically just duplicating the functions from above, but that's fine for this test
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function init2() {
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myGame2.world.setSize(1920, 1920);
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myGame2.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
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myGame2.loader.addImageFile('car', 'assets/sprites/car90.png');
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myGame2.loader.load();
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}
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var car;
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function create2() {
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myGame2.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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myGame2.add.sprite(0, 0, 'grid');
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car = myGame2.add.sprite(400, 300, 'car');
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myGame2.camera.follow(car);
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}
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function update2() {
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if(myGame2.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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car.angularVelocity = -200;
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} else if(myGame2.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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car.angularVelocity = 200;
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}
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if(myGame2.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
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}
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}
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})();
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@@ -1,104 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Let's test having 2 totally separate games embedded on the same page
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var myGame = new Phaser.Game(this, 'game', 400, 400, init, create, update);
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// They can share the same parent div, they'll just butt-up next to each other
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var myGame2 = new Phaser.Game(this, 'game', 400, 400, init2, create2, update2);
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function init() {
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myGame.world.setSize(3000, 3000);
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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}
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function create() {
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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for (var i = 0; i < 1000; i++)
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{
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myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
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}
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}
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function update() {
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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myGame.camera.scroll.x -= 4;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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myGame.camera.scroll.x += 4;
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}
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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myGame.camera.scroll.y += 4;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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myGame.camera.scroll.y -= 4;
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}
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}
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// And now for game 2, we're basically just duplicating the functions from above, but that's fine for this test
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function init2() {
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myGame2.world.setSize(1920, 1920);
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myGame2.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
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myGame2.loader.addImageFile('car', 'assets/sprites/car90.png');
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myGame2.loader.load();
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}
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var car;
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function create2() {
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myGame2.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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myGame2.add.sprite(0, 0, 'grid');
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car = myGame2.add.sprite(400, 300, 'car');
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myGame2.camera.follow(car);
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}
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function update2() {
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if (myGame2.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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car.angularVelocity = -200;
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}
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else if (myGame2.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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car.angularVelocity = 200;
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}
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if (myGame2.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
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}
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}
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})();
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@@ -1,46 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update, render);
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var starfield;
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var xx = [];
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var yy = [];
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var zz = [];
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var xxx = 0;
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var yyy = 0;
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function create() {
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// the width of the starfield
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var star_w = 12000;
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for(var i = 0; i < 800; i++) {
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xx[i] = Math.floor(Math.random() * star_w * 2) - star_w;
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yy[i] = Math.floor(Math.random() * star_w * 2) - star_w;
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zz[i] = Math.floor(Math.random() * 160) + 1;
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}
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starfield = myGame.add.dynamicTexture(800, 600);
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}
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function update() {
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starfield.clear();
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for(var i = 0; i < 800; i++) {
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if(zz[i] == 1) {
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zz[i] = 100;
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}
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xxx = (xx[i]) / (zz[i]);
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yyy = (yy[i]) / (zz[i])--;
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//var x: number = xxx + myGame.input.x;
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//var y: number = yyy + myGame.input.y;
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var x = xxx + 400;
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var y = yyy + 300;
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var c = '#ffffff';
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if(zz[i] > 80) {
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c = '#666666';
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} else if(zz[i] > 60) {
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c = '#888888';
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} else if(zz[i] > 40) {
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c = '#aaaaaa';
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}
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starfield.setPixel(x, y, c);
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}
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}
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function render() {
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starfield.render();
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}
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})();
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@@ -1,61 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update, render);
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var starfield: Phaser.DynamicTexture;
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var xx = [];
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var yy = [];
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var zz = [];
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var xxx = 0;
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var yyy = 0;
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function create() {
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// the width of the starfield
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var star_w: number = 12000;
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for (var i: number = 0; i < 800; i++)
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{
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xx[i] = Math.floor(Math.random() * star_w * 2) - star_w
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yy[i] = Math.floor(Math.random() * star_w * 2) - star_w
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zz[i] = Math.floor(Math.random() * 160) + 1;
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}
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starfield = myGame.add.dynamicTexture(800, 600);
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}
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function update() {
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starfield.clear();
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for (var i: number = 0; i < 800; i++)
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{
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if (zz[i] == 1) zz[i] = 100;
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xxx = (xx[i]) / (zz[i]);
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yyy = (yy[i]) / (zz[i])--;
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//var x: number = xxx + myGame.input.x;
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//var y: number = yyy + myGame.input.y;
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var x: number = xxx + 400;
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var y: number = yyy + 300;
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var c: string = '#ffffff';
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if (zz[i] > 80) c = '#666666';
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else if (zz[i] > 60) c = '#888888'
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else if (zz[i] > 40) c = '#aaaaaa';
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starfield.setPixel(x, y, c);
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}
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}
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function render() {
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starfield.render();
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}
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})();
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@@ -1,33 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png');
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myGame.loader.load();
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}
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var car;
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function create() {
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car = myGame.add.sprite(200, 300, 'car');
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myGame.onRenderCallback = render;
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myGame.stage.context.font = '16px Arial';
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myGame.stage.context.fillStyle = 'rgb(255,255,255)';
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}
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function update() {
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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car.angularVelocity = -200;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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car.angularVelocity = 200;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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var motion = myGame.motion.velocityFromAngle(car.angle, 200);
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car.velocity.copyFrom(motion);
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}
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}
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function render() {
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myGame.stage.context.fillText(myGame.time.time.toString(), 32, 32);
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}
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})();
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@@ -1,58 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png');
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myGame.loader.load();
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}
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var car: Phaser.Sprite;
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function create() {
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car = myGame.add.sprite(200, 300, 'car');
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myGame.onRenderCallback = render;
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myGame.stage.context.font = '16px Arial';
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myGame.stage.context.fillStyle = 'rgb(255,255,255)';
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}
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function update() {
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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car.angularVelocity = -200;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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car.angularVelocity = 200;
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}
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 200);
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car.velocity.copyFrom(motion);
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}
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}
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function render() {
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myGame.stage.context.fillText(myGame.time.time.toString(), 32, 32);
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}
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})();
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Reference in New Issue
Block a user