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https://github.com/wassname/phaser.git
synced 2026-08-15 12:45:11 +08:00
Preparing new tests
This commit is contained in:
@@ -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', 320, 460, init, create, update, render);
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function init() {
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myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
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myGame.loader.load();
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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}
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var maxX;
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var maxY;
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var minX;
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var minY;
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function create() {
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minX = 0;
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minY = 0;
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maxX = myGame.stage.width - 26;
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maxY = myGame.stage.height - 37;
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myGame.input.onDown.add(addBunnies, this);
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// This will really help on slow Android phones
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myGame.framerate = 30;
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// Make sure the camera doesn't clip anything
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myGame.camera.disableClipping = true;
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myGame.stage.context.fillStyle = 'rgb(255,0,0)';
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myGame.stage.context.font = '20px Arial';
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addBunnies();
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}
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function addBunnies() {
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for(var i = 0; i < 10; i++) {
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var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
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tempSprite.velocity.x = -200 + (Math.random() * 400);
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tempSprite.velocity.y = 100 + Math.random() * 200;
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}
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}
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function update() {
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myGame.world.group.forEach(checkWalls);
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}
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function render() {
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// Note: Displaying canvas text causes a big performance hit on mobile
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myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
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}
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function checkWalls(bunny) {
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if(bunny.x > maxX) {
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bunny.velocity.x *= -1;
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bunny.x = maxX;
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} else if(bunny.x < minX) {
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bunny.velocity.x *= -1;
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bunny.x = minX;
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}
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if(bunny.y > maxY) {
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bunny.velocity.y *= -0.8;
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bunny.y = maxY;
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} else if(bunny.y < minY) {
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bunny.velocity.x = -200 + (Math.random() * 400);
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bunny.velocity.y = 100 + Math.random() * 200;
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bunny.y = minY;
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}
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}
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})();
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@@ -1,94 +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', 320, 460, init, create, update, render);
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function init() {
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myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
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myGame.loader.load();
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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}
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var maxX: number;
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var maxY: number;
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var minX: number;
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var minY: number;
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function create() {
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minX = 0;
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minY = 0;
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maxX = myGame.stage.width - 26;
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maxY = myGame.stage.height - 37;
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myGame.input.onDown.add(addBunnies, this);
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// This will really help on slow Android phones
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myGame.framerate = 30;
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// Make sure the camera doesn't clip anything
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myGame.camera.disableClipping = true;
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myGame.stage.context.fillStyle = 'rgb(255,0,0)';
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myGame.stage.context.font = '20px Arial';
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addBunnies();
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}
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function addBunnies() {
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for (var i = 0; i < 10; i++)
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{
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var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
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tempSprite.velocity.x = -200 + (Math.random() * 400);
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tempSprite.velocity.y = 100 + Math.random() * 200;
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}
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}
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function update() {
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myGame.world.group.forEach(checkWalls);
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}
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function render() {
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// Note: Displaying canvas text causes a big performance hit on mobile
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myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
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}
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function checkWalls(bunny:Phaser.Sprite) {
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if (bunny.x > maxX)
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{
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bunny.velocity.x *= -1;
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bunny.x = maxX;
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}
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else if (bunny.x < minX)
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{
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bunny.velocity.x *= -1;
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bunny.x = minX;
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}
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if (bunny.y > maxY)
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{
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bunny.velocity.y *= -0.8;
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bunny.y = maxY;
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}
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else if (bunny.y < minY)
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{
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bunny.velocity.x = -200 + (Math.random() * 400);
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bunny.velocity.y = 100 + Math.random() * 200;
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bunny.y = minY;
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}
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}
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})();
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@@ -1,62 +0,0 @@
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<!DOCTYPE html>
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<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0" />
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<title>Phaser Mobile Fullscreen Test</title>
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<style>
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body {
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padding: 0;
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margin: 0;
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}
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</style>
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<script src="../phaser.js"></script>
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</head>
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<body>
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<div id="game"></div>
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<script type="text/javascript">
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var myGame = new Game(this, 'game', 320, 200, init, create, update);
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function init() {
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myGame.stage.fullscreen.go();
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myGame.loader.addImageFile('backdrop1', '../assets/pics/atari_fujilogo.png');
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myGame.loader.addImageFile('backdrop2', '../assets/pics/acryl_bladerunner.png');
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myGame.loader.load();
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}
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var pic1;
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var pic2;
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function create() {
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pic1 = myGame.createSprite(0, 0, 'backdrop1');
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pic2 = myGame.createSprite(0, 0, 'backdrop2');
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}
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function update() {
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if (myGame.stage.fullscreen.isLandscape == true)
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{
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pic1.visible = true;
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pic2.visible = false;
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}
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else
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{
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pic2.visible = true;
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pic1.visible = false;
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}
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}
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</script>
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</body>
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</html>
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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', 320, 400, init, create);
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var emitter;
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function init() {
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myGame.loader.addImageFile('backdrop1', 'assets/pics/atari_fujilogo.png');
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myGame.loader.addImageFile('backdrop2', 'assets/pics/acryl_bladerunner.png');
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myGame.loader.addImageFile('jet', 'assets/sprites/carrot.png');
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myGame.loader.load();
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// This can help a lot on crappy old Android phones :)
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//myGame.framerate = 30;
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myGame.stage.backgroundColor = 'rgb(50,50,50)';
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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//myGame.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
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//myGame.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
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}
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var pic1;
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var pic2;
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function create() {
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pic1 = myGame.add.sprite(0, 0, 'backdrop1');
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pic2 = myGame.add.sprite(0, 0, 'backdrop2');
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// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
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emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
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emitter.makeParticles('jet', 50, false, 0);
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emitter.setRotation(0, 0);
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emitter.start(false, 10, 0.1);
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// Make sure the camera doesn't clip anything
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myGame.camera.disableClipping = true;
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myGame.stage.scale.enterLandscape.add(goneLandscape, this);
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myGame.stage.scale.enterPortrait.add(gonePortrait, this);
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myGame.onRenderCallback = render;
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}
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function goneLandscape() {
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pic1.visible = true;
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pic2.visible = false;
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}
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function gonePortrait() {
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pic1.visible = false;
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pic2.visible = true;
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}
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function render() {
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myGame.stage.context.fillStyle = 'rgb(255,0,0)';
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myGame.stage.context.font = '20px Arial';
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//myGame.stage.context.fillText("ttc: " + myGame._raf.timeToCall.toString(), 0, 64);
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}
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})();
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@@ -1,73 +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', 320, 400, init, create);
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var emitter: Phaser.Emitter;
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function init() {
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myGame.loader.addImageFile('backdrop1', 'assets/pics/atari_fujilogo.png');
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myGame.loader.addImageFile('backdrop2', 'assets/pics/acryl_bladerunner.png');
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myGame.loader.addImageFile('jet', 'assets/sprites/carrot.png');
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myGame.loader.load();
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// This can help a lot on crappy old Android phones :)
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//myGame.framerate = 30;
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myGame.stage.backgroundColor = 'rgb(50,50,50)';
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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//myGame.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
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//myGame.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
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}
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var pic1;
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var pic2;
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function create() {
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pic1 = myGame.add.sprite(0, 0, 'backdrop1');
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pic2 = myGame.add.sprite(0, 0, 'backdrop2');
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// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
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emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
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emitter.makeParticles('jet', 50, false, 0);
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emitter.setRotation(0, 0);
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emitter.start(false, 10, 0.1);
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// Make sure the camera doesn't clip anything
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myGame.camera.disableClipping = true;
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myGame.stage.scale.enterLandscape.add(goneLandscape, this);
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myGame.stage.scale.enterPortrait.add(gonePortrait, this);
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myGame.onRenderCallback = render;
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}
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function goneLandscape() {
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pic1.visible = true;
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pic2.visible = false;
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}
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function gonePortrait() {
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pic1.visible = false;
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pic2.visible = true;
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}
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function render() {
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myGame.stage.context.fillStyle = 'rgb(255,0,0)';
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myGame.stage.context.font = '20px Arial';
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//myGame.stage.context.fillText("ttc: " + myGame._raf.timeToCall.toString(), 0, 64);
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}
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})();
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