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
-58
View File
@@ -1,58 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update, render);
function init() {
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
myGame.loader.load();
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
}
var maxX;
var maxY;
var minX;
var minY;
function create() {
minX = 0;
minY = 0;
maxX = myGame.stage.width - 26;
maxY = myGame.stage.height - 37;
myGame.input.onDown.add(addBunnies, this);
// This will really help on slow Android phones
myGame.framerate = 30;
// Make sure the camera doesn't clip anything
myGame.camera.disableClipping = true;
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
myGame.stage.context.font = '20px Arial';
addBunnies();
}
function addBunnies() {
for(var i = 0; i < 10; i++) {
var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
tempSprite.velocity.x = -200 + (Math.random() * 400);
tempSprite.velocity.y = 100 + Math.random() * 200;
}
}
function update() {
myGame.world.group.forEach(checkWalls);
}
function render() {
// Note: Displaying canvas text causes a big performance hit on mobile
myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
}
function checkWalls(bunny) {
if(bunny.x > maxX) {
bunny.velocity.x *= -1;
bunny.x = maxX;
} else if(bunny.x < minX) {
bunny.velocity.x *= -1;
bunny.x = minX;
}
if(bunny.y > maxY) {
bunny.velocity.y *= -0.8;
bunny.y = maxY;
} else if(bunny.y < minY) {
bunny.velocity.x = -200 + (Math.random() * 400);
bunny.velocity.y = 100 + Math.random() * 200;
bunny.y = minY;
}
}
})();
-94
View File
@@ -1,94 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update, render);
function init() {
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
myGame.loader.load();
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
}
var maxX: number;
var maxY: number;
var minX: number;
var minY: number;
function create() {
minX = 0;
minY = 0;
maxX = myGame.stage.width - 26;
maxY = myGame.stage.height - 37;
myGame.input.onDown.add(addBunnies, this);
// This will really help on slow Android phones
myGame.framerate = 30;
// Make sure the camera doesn't clip anything
myGame.camera.disableClipping = true;
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
myGame.stage.context.font = '20px Arial';
addBunnies();
}
function addBunnies() {
for (var i = 0; i < 10; i++)
{
var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
tempSprite.velocity.x = -200 + (Math.random() * 400);
tempSprite.velocity.y = 100 + Math.random() * 200;
}
}
function update() {
myGame.world.group.forEach(checkWalls);
}
function render() {
// Note: Displaying canvas text causes a big performance hit on mobile
myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
}
function checkWalls(bunny:Phaser.Sprite) {
if (bunny.x > maxX)
{
bunny.velocity.x *= -1;
bunny.x = maxX;
}
else if (bunny.x < minX)
{
bunny.velocity.x *= -1;
bunny.x = minX;
}
if (bunny.y > maxY)
{
bunny.velocity.y *= -0.8;
bunny.y = maxY;
}
else if (bunny.y < minY)
{
bunny.velocity.x = -200 + (Math.random() * 400);
bunny.velocity.y = 100 + Math.random() * 200;
bunny.y = minY;
}
}
})();
-62
View File
@@ -1,62 +0,0 @@
<!DOCTYPE html>
<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0" />
<title>Phaser Mobile Fullscreen Test</title>
<style>
body {
padding: 0;
margin: 0;
}
</style>
<script src="../phaser.js"></script>
</head>
<body>
<div id="game"></div>
<script type="text/javascript">
var myGame = new Game(this, 'game', 320, 200, init, create, update);
function init() {
myGame.stage.fullscreen.go();
myGame.loader.addImageFile('backdrop1', '../assets/pics/atari_fujilogo.png');
myGame.loader.addImageFile('backdrop2', '../assets/pics/acryl_bladerunner.png');
myGame.loader.load();
}
var pic1;
var pic2;
function create() {
pic1 = myGame.createSprite(0, 0, 'backdrop1');
pic2 = myGame.createSprite(0, 0, 'backdrop2');
}
function update() {
if (myGame.stage.fullscreen.isLandscape == true)
{
pic1.visible = true;
pic2.visible = false;
}
else
{
pic2.visible = true;
pic1.visible = false;
}
}
</script>
</body>
</html>
-46
View File
@@ -1,46 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 320, 400, init, create);
var emitter;
function init() {
myGame.loader.addImageFile('backdrop1', 'assets/pics/atari_fujilogo.png');
myGame.loader.addImageFile('backdrop2', 'assets/pics/acryl_bladerunner.png');
myGame.loader.addImageFile('jet', 'assets/sprites/carrot.png');
myGame.loader.load();
// This can help a lot on crappy old Android phones :)
//myGame.framerate = 30;
myGame.stage.backgroundColor = 'rgb(50,50,50)';
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
//myGame.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
//myGame.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
}
var pic1;
var pic2;
function create() {
pic1 = myGame.add.sprite(0, 0, 'backdrop1');
pic2 = myGame.add.sprite(0, 0, 'backdrop2');
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
emitter.makeParticles('jet', 50, false, 0);
emitter.setRotation(0, 0);
emitter.start(false, 10, 0.1);
// Make sure the camera doesn't clip anything
myGame.camera.disableClipping = true;
myGame.stage.scale.enterLandscape.add(goneLandscape, this);
myGame.stage.scale.enterPortrait.add(gonePortrait, this);
myGame.onRenderCallback = render;
}
function goneLandscape() {
pic1.visible = true;
pic2.visible = false;
}
function gonePortrait() {
pic1.visible = false;
pic2.visible = true;
}
function render() {
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
myGame.stage.context.font = '20px Arial';
//myGame.stage.context.fillText("ttc: " + myGame._raf.timeToCall.toString(), 0, 64);
}
})();
-73
View File
@@ -1,73 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 320, 400, init, create);
var emitter: Phaser.Emitter;
function init() {
myGame.loader.addImageFile('backdrop1', 'assets/pics/atari_fujilogo.png');
myGame.loader.addImageFile('backdrop2', 'assets/pics/acryl_bladerunner.png');
myGame.loader.addImageFile('jet', 'assets/sprites/carrot.png');
myGame.loader.load();
// This can help a lot on crappy old Android phones :)
//myGame.framerate = 30;
myGame.stage.backgroundColor = 'rgb(50,50,50)';
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
//myGame.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
//myGame.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
}
var pic1;
var pic2;
function create() {
pic1 = myGame.add.sprite(0, 0, 'backdrop1');
pic2 = myGame.add.sprite(0, 0, 'backdrop2');
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
emitter.makeParticles('jet', 50, false, 0);
emitter.setRotation(0, 0);
emitter.start(false, 10, 0.1);
// Make sure the camera doesn't clip anything
myGame.camera.disableClipping = true;
myGame.stage.scale.enterLandscape.add(goneLandscape, this);
myGame.stage.scale.enterPortrait.add(gonePortrait, this);
myGame.onRenderCallback = render;
}
function goneLandscape() {
pic1.visible = true;
pic2.visible = false;
}
function gonePortrait() {
pic1.visible = false;
pic2.visible = true;
}
function render() {
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
myGame.stage.context.font = '20px Arial';
//myGame.stage.context.fillText("ttc: " + myGame._raf.timeToCall.toString(), 0, 64);
}
})();