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Preparing new tests
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@@ -1,95 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/gameobjects/ScrollZone.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('nashwan', 'assets/sprites/xenon2_ship.png');
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myGame.loader.addImageFile('starfield', 'assets/misc/starfield.jpg');
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myGame.loader.addImageFile('jet', 'assets/sprites/particle1.png');
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myGame.loader.addImageFile('bullet', 'assets/misc/bullet1.png');
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myGame.loader.load();
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}
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var scroller;
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var emitter;
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var ship;
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var bullets;
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var speed = 0;
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var fireRate = 0;
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var shipMotion;
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function create() {
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scroller = myGame.add.scrollZone('starfield', 0, 0, 1024, 1024);
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emitter = myGame.add.emitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
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emitter.makeParticles('jet', 250, false, 0);
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emitter.setRotation(0, 0);
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// Looks like a smoke trail!
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//emitter.globalCompositeOperation = 'xor';
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// Looks way cool :)
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emitter.globalCompositeOperation = 'lighter';
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bullets = myGame.add.group(50);
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// Create our bullet pool
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for(var i = 0; i < 50; i++) {
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var tempBullet = new Phaser.Sprite(myGame, myGame.stage.centerX, myGame.stage.centerY, 'bullet');
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tempBullet.exists = false;
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tempBullet.rotationOffset = 90;
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tempBullet.setBounds(-100, -100, 900, 700);
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tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
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bullets.add(tempBullet);
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}
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ship = myGame.add.sprite(myGame.stage.centerX, myGame.stage.centerY, 'nashwan');
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// We do this because the ship was drawn facing up, but 0 degrees is pointing to the right
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ship.rotationOffset = 90;
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myGame.input.onDown.add(test, this);
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}
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function test(event) {
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myGame.stage.scale.startFullScreen();
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}
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function update() {
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ship.angularVelocity = 0;
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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ship.angularVelocity = -200;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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ship.angularVelocity = 200;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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speed += 0.1;
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if(speed > 10) {
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speed = 10;
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}
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} else {
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speed -= 0.1;
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if(speed < 0) {
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speed = 0;
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}
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}
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shipMotion = myGame.motion.velocityFromAngle(ship.angle, speed);
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scroller.setSpeed(shipMotion.x, shipMotion.y);
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// emit particles
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if(speed > 2) {
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// We use the opposite of the motion because the jets emit out the back of the ship
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// The 20 and 30 values just keep them nice and fast
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emitter.setXSpeed(-(shipMotion.x * 20), -(shipMotion.x * 30));
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emitter.setYSpeed(-(shipMotion.y * 20), -(shipMotion.y * 30));
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emitter.emitParticle();
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) {
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fire();
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}
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}
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function recycleBullet(bullet) {
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if(bullet.exists && bullet.x < -40 || bullet.x > 840 || bullet.y < -40 || bullet.y > 640) {
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bullet.exists = false;
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}
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}
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function fire() {
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if(myGame.time.now > fireRate) {
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var b = bullets.getFirstAvailable();
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b.x = ship.x;
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b.y = ship.y - 26;
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var bulletMotion = myGame.motion.velocityFromAngle(ship.angle, 400);
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b.revive();
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b.angle = ship.angle;
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b.velocity.setTo(bulletMotion.x, bulletMotion.y);
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fireRate = myGame.time.now + 100;
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}
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}
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})();
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