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
-27
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@@ -1,27 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
myGame.loader.load();
}
var teddy;
function create() {
teddy = myGame.add.sprite(0, 0, 'teddy');
teddy.x = myGame.stage.centerX - teddy.width / 2;
teddy.y = myGame.stage.centerY - teddy.height / 2;
myGame.input.onDown.add(click, this);
teddy.renderDebug = true;
}
function click() {
if(teddy.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT) {
teddy.align = Phaser.GameObject.ALIGN_TOP_LEFT;
} else {
teddy.align++;
}
}
function update() {
teddy.x = myGame.input.x;
teddy.y = myGame.input.y;
}
})();
-50
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
myGame.loader.load();
}
var teddy: Phaser.Sprite;
function create() {
teddy = myGame.add.sprite(0, 0, 'teddy');
teddy.x = myGame.stage.centerX - teddy.width / 2;
teddy.y = myGame.stage.centerY - teddy.height / 2;
myGame.input.onDown.add(click, this);
teddy.renderDebug = true;
}
function click() {
if (teddy.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT)
{
teddy.align = Phaser.GameObject.ALIGN_TOP_LEFT;
}
else
{
teddy.align++;
}
}
function update() {
teddy.x = myGame.input.x;
teddy.y = myGame.input.y;
}
})();
-34
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.load();
}
var bot;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
// If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index
// then you can use this format:
bot.animations.add('run', [
'run00',
'run01',
'run02',
'run03',
'run04',
'run05',
'run06',
'run07',
'run08',
'run09',
'run10'
], 10, true, false);
bot.animations.play('run');
bot.velocity.x = -100;
}
function update() {
if(bot.x < -bot.width) {
bot.x = myGame.stage.width;
}
}
})();
-40
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.load();
}
var bot: Phaser.Sprite;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
// If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index
// then you can use this format:
bot.animations.add('run', ['run00', 'run01', 'run02', 'run03', 'run04', 'run05', 'run06', 'run07', 'run08', 'run09', 'run10'], 10, true, false);
bot.animations.play('run');
bot.velocity.x = -100;
}
function update() {
if (bot.x < -bot.width)
{
bot.x = myGame.stage.width;
}
}
})();
-32
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addSpriteSheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
//myGame.loader.addSpriteSheet('coin', 'assets/sprites/coin.png', 32, 32);
myGame.loader.addSpriteSheet('monster', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
myGame.loader.load();
}
var car;
function create() {
car = myGame.add.sprite(200, 300, 'monster');
car.animations.add('spin', null, 30, true);
//car.animations.play('spin', 30, true);
car.animations.play('spin');
}
function update() {
car.renderDebugInfo(16, 16);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
car.angularAcceleration = 0;
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
car.angularVelocity = -200;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
car.angularVelocity = 200;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200));
}
}
})();
-55
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@@ -1,55 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addSpriteSheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
//myGame.loader.addSpriteSheet('coin', 'assets/sprites/coin.png', 32, 32);
myGame.loader.addSpriteSheet('monster', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
myGame.loader.load();
}
var car: Phaser.Sprite;
function create() {
car = myGame.add.sprite(200, 300, 'monster');
car.animations.add('spin', null, 30, true);
//car.animations.play('spin', 30, true);
car.animations.play('spin');
}
function update() {
car.renderDebugInfo(16, 16);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
car.angularAcceleration = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200));
}
}
})();
+14
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
function create() {
// This will create a Sprite positioned at the top-left of the game (0,0)
// Try changing the 0, 0 values
game.add.sprite(0, 0, 'bunny');
}
})();
+23
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
function create() {
// This will create a Sprite positioned at the top-left of the game (0,0)
// Try changing the 0, 0 values
game.add.sprite(0, 0, 'bunny');
}
})();
-59
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
myGame.loader.load();
}
var wobblyBall;
function create() {
// Create our DynamicTexture
wobblyBall = myGame.add.dynamicTexture(32, 64);
// And apply it to 100 randomly positioned sprites
for(var i = 0; i < 100; i++) {
var temp = myGame.add.sprite(myGame.world.randomX, myGame.world.randomY);
temp.width = 32;
temp.height = 64;
temp.loadDynamicTexture(wobblyBall);
}
// Populate the wave with some data
waveData = myGame.math.sinCosGenerator(32, 8, 8, 2);
}
function update() {
wobblyBall.clear();
updateWobblyBall();
}
// This creates a simple sine-wave effect running through our DynamicTexture.
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
var waveSize = 8;
var wavePixelChunk = 2;
var waveData;
var waveDataCounter;
function updateWobblyBall() {
var s = 0;
var copyRect = {
x: 0,
y: 0,
w: wavePixelChunk,
h: 32
};
var copyPoint = {
x: 0,
y: 0
};
for(var x = 0; x < 32; x += wavePixelChunk) {
copyPoint.x = x;
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
wobblyBall.context.drawImage(myGame.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
copyRect.x += wavePixelChunk;
s++;
}
// Cycle through the wave data - this is what causes the image to "undulate"
var t = waveData.shift();
waveData.push(t);
waveDataCounter++;
if(waveDataCounter == waveData.length) {
waveDataCounter = 0;
}
}
})();
-82
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
myGame.loader.load();
}
var wobblyBall: Phaser.DynamicTexture;
function create() {
// Create our DynamicTexture
wobblyBall = myGame.add.dynamicTexture(32, 64);
// And apply it to 100 randomly positioned sprites
for (var i = 0; i < 100; i++)
{
var temp = myGame.add.sprite(myGame.world.randomX, myGame.world.randomY);
temp.width = 32;
temp.height = 64;
temp.loadDynamicTexture(wobblyBall);
}
// Populate the wave with some data
waveData = myGame.math.sinCosGenerator(32, 8, 8, 2);
}
function update() {
wobblyBall.clear();
updateWobblyBall();
}
// This creates a simple sine-wave effect running through our DynamicTexture.
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
var waveSize = 8;
var wavePixelChunk = 2;
var waveData;
var waveDataCounter;
function updateWobblyBall()
{
var s = 0;
var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
var copyPoint = { x: 0, y: 0 };
for (var x = 0; x < 32; x += wavePixelChunk)
{
copyPoint.x = x;
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
wobblyBall.context.drawImage(myGame.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
copyRect.x += wavePixelChunk;
s++;
}
// Cycle through the wave data - this is what causes the image to "undulate"
var t = waveData.shift();
waveData.push(t);
waveDataCounter++;
if (waveDataCounter == waveData.length)
{
waveDataCounter = 0;
}
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('slime', 'assets/sprites/slime.png');
myGame.loader.addImageFile('eyes', 'assets/sprites/slimeeyes.png');
myGame.loader.load();
}
var slime;
var eyes;
var wobble;
function create() {
myGame.camera.backgroundColor = 'rgb(82,154,206)';
// Create our DynamicTexture
wobble = myGame.add.dynamicTexture(48, 100);
slime = myGame.add.sprite(200, 300);
slime.width = 48;
slime.height = 100;
slime.loadDynamicTexture(wobble);
eyes = myGame.add.sprite(210, 326, 'eyes');
// Populate the wave with some data
waveData = myGame.math.sinCosGenerator(32, 8, 8, 2);
}
function update() {
wobble.clear();
updateWobble();
slime.velocity.x = 0;
slime.velocity.y = 0;
slime.angularVelocity = 0;
eyes.velocity.x = 0;
eyes.velocity.y = 0;
eyes.angularVelocity = 0;
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
slime.angularVelocity = -200;
eyes.angularVelocity = -200;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
slime.angularVelocity = 200;
eyes.angularVelocity = 200;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
slime.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
eyes.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
}
}
// This creates a simple sine-wave effect running through our DynamicTexture.
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
var waveSize = 8;
var wavePixelChunk = 2;
var waveData;
var waveDataCounter;
function updateWobble() {
var s = 0;
var copyRect = {
x: 0,
y: 0,
w: wavePixelChunk,
h: 52
};
var copyPoint = {
x: 0,
y: 0
};
for(var x = 0; x < 48; x += wavePixelChunk) {
copyPoint.x = x;
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
wobble.context.drawImage(myGame.cache.getImage('slime'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
copyRect.x += wavePixelChunk;
s++;
}
// Cycle through the wave data - this is what causes the image to "undulate"
var t = waveData.shift();
waveData.push(t);
waveDataCounter++;
if(waveDataCounter == waveData.length) {
waveDataCounter = 0;
}
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('slime', 'assets/sprites/slime.png');
myGame.loader.addImageFile('eyes', 'assets/sprites/slimeeyes.png');
myGame.loader.load();
}
var slime: Phaser.Sprite;
var eyes: Phaser.Sprite;
var wobble: Phaser.DynamicTexture;
function create() {
myGame.camera.backgroundColor = 'rgb(82,154,206)';
// Create our DynamicTexture
wobble = myGame.add.dynamicTexture(48, 100);
slime = myGame.add.sprite(200, 300);
slime.width = 48;
slime.height = 100;
slime.loadDynamicTexture(wobble);
eyes = myGame.add.sprite(210, 326, 'eyes');
// Populate the wave with some data
waveData = myGame.math.sinCosGenerator(32, 8, 8, 2);
}
function update() {
wobble.clear();
updateWobble();
slime.velocity.x = 0;
slime.velocity.y = 0;
slime.angularVelocity = 0;
eyes.velocity.x = 0;
eyes.velocity.y = 0;
eyes.angularVelocity = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
slime.angularVelocity = -200;
eyes.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
slime.angularVelocity = 200;
eyes.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
slime.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
eyes.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
}
}
// This creates a simple sine-wave effect running through our DynamicTexture.
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
var waveSize = 8;
var wavePixelChunk = 2;
var waveData;
var waveDataCounter;
function updateWobble()
{
var s = 0;
var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 52 };
var copyPoint = { x: 0, y: 0 };
for (var x = 0; x < 48; x += wavePixelChunk)
{
copyPoint.x = x;
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
wobble.context.drawImage(myGame.cache.getImage('slime'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
copyRect.x += wavePixelChunk;
s++;
}
// Cycle through the wave data - this is what causes the image to "undulate"
var t = waveData.shift();
waveData.push(t);
waveDataCounter++;
if (waveDataCounter == waveData.length)
{
waveDataCounter = 0;
}
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var bot;
var bot2;
var car;
function create() {
// This bot will flip properly when he reaches the edge
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -200;
// This one won't
bot2 = myGame.add.sprite(myGame.stage.width, 200, 'bot');
bot2.animations.add('run');
bot2.animations.play('run', 10, true);
bot2.velocity.x = -150;
// Flip a static sprite (not an animation)
car = myGame.add.sprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
car.flipped = true;
}
function update() {
if(bot.x < -bot.width) {
bot.flipped = true;
bot.velocity.x = 200;
} else if(bot.x > myGame.stage.width) {
bot.flipped = false;
bot.velocity.x = -200;
}
if(bot2.x < -bot2.width) {
bot2.velocity.x = 200;
} else if(bot2.x > myGame.stage.width) {
bot2.velocity.x = -200;
}
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var bot: Phaser.Sprite;
var bot2: Phaser.Sprite;
var car: Phaser.Sprite;
function create() {
// This bot will flip properly when he reaches the edge
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -200;
// This one won't
bot2 = myGame.add.sprite(myGame.stage.width, 200, 'bot');
bot2.animations.add('run');
bot2.animations.play('run', 10, true);
bot2.velocity.x = -150;
// Flip a static sprite (not an animation)
car = myGame.add.sprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
car.flipped = true;
}
function update() {
if (bot.x < -bot.width)
{
bot.flipped = true;
bot.velocity.x = 200;
}
else if (bot.x > myGame.stage.width)
{
bot.flipped = false;
bot.velocity.x = -200;
}
if (bot2.x < -bot2.width)
{
bot2.velocity.x = 200;
}
else if (bot2.x > myGame.stage.width)
{
bot2.velocity.x = -200;
}
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
myGame.loader.load();
}
var maxX;
var maxY;
var minX;
var minY;
var fps;
function create() {
// FPS counter TextArea
fps = document.createElement('textarea');
fps.style.width = '300px';
fps.style.height = '100px';
document.getElementById('game').appendChild(fps);
minX = 0;
minY = 0;
maxX = myGame.stage.width - 26;
maxY = myGame.stage.height - 37;
addBunnies(500);
}
function addBunnies(quantity) {
for(var i = 0; i < quantity; 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() {
fps.textContent = 'Press Up to add more\n\nBunnies: ' + myGame.world.group.length + '\nFPS: ' + myGame.time.fps + ' (' + myGame.time.fpsMin + '-' + myGame.time.fpsMax + ')';
myGame.world.group.forEach(checkWalls);
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
addBunnies(10);
}
}
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;
}
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
myGame.loader.load();
}
var maxX: number;
var maxY: number;
var minX: number;
var minY: number;
var fps: HTMLTextAreaElement;
function create() {
// FPS counter TextArea
fps = <HTMLTextAreaElement> document.createElement('textarea');
fps.style.width = '300px';
fps.style.height = '100px';
document.getElementById('game').appendChild(fps);
minX = 0;
minY = 0;
maxX = myGame.stage.width - 26;
maxY = myGame.stage.height - 37;
addBunnies(500);
}
function addBunnies(quantity) {
for (var i = 0; i < quantity; 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() {
fps.textContent = 'Press Up to add more\n\nBunnies: ' + myGame.world.group.length + '\nFPS: ' + myGame.time.fps + ' (' + myGame.time.fpsMin + '-' + myGame.time.fpsMax + ')';
myGame.world.group.forEach(checkWalls);
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
addBunnies(10);
}
}
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;
}
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
myGame.loader.load();
}
var teddy;
function create() {
teddy = myGame.add.sprite(0, 0, 'teddy');
teddy.x = myGame.stage.centerX - teddy.width / 2;
teddy.y = myGame.stage.centerY - teddy.height / 2;
teddy.renderDebug = true;
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
teddy.angularAcceleration = -40;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
teddy.angularAcceleration = 40;
}
}
})();
-39
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
myGame.loader.load();
}
var teddy: Phaser.Sprite;
function create() {
teddy = myGame.add.sprite(0, 0, 'teddy');
teddy.x = myGame.stage.centerX - teddy.width / 2;
teddy.y = myGame.stage.centerY - teddy.height / 2;
teddy.renderDebug = true;
}
function update() {
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
teddy.angularAcceleration = -40;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
teddy.angularAcceleration = 40;
}
}
})();
+58
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
game.loader.load();
}
var fuji;
var tween;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
fuji = game.add.sprite(100, 200, 'fuji');
// The sprite is 320 x 200 pixels in size
//fuji.origin.setTo(160, 0);
fuji.origin.setTo(160, 100);
//fuji.origin.setTo(320, 0);
//fuji.origin.setTo(320, 200);
//fuji.origin.setTo(260, 100);
fuji.scale.x = 2;
fuji.scale.y = 0.5;
//fuji.position.rotation = 45;
game.add.tween(fuji.position).to({
rotation: 360
}, 3000).start();
// Create our tween
//tween = game.add.tween(fuji.scale);
//tween = game.add.tween(fuji.scale);
// Start it going
//scaleLeft();
}
function rotate() {
tween.to({
x: 0
}, 1000);
tween.onComplete.add(scaleRight, this);
tween.start();
}
function scaleLeft() {
tween.clear();
tween.to({
x: 0
}, 1000);
tween.onComplete.add(scaleRight, this);
tween.start();
}
function scaleRight() {
tween.clear();
tween.to({
x: 1
}, 1000);
tween.onComplete.add(scaleLeft, this);
tween.start();
// This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true
(fuji.texture.flippedX) ? fuji.texture.flippedX = false : fuji.texture.flippedX = true;
}
})();
+75
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
game.loader.load();
}
var fuji: Phaser.Sprite;
var tween: Phaser.Tween;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
fuji = game.add.sprite(100, 200, 'fuji');
// The sprite is 320 x 200 pixels in size
//fuji.origin.setTo(160, 0);
fuji.origin.setTo(160, 100);
//fuji.origin.setTo(320, 0);
//fuji.origin.setTo(320, 200);
//fuji.origin.setTo(260, 100);
fuji.scale.x = 2;
fuji.scale.y = 0.5;
//fuji.position.rotation = 45;
game.add.tween(fuji.position).to({ rotation: 360 }, 3000).start();
// Create our tween
//tween = game.add.tween(fuji.scale);
//tween = game.add.tween(fuji.scale);
// Start it going
//scaleLeft();
}
function rotate() {
tween.to({ x: 0 }, 1000);
tween.onComplete.add(scaleRight, this);
tween.start();
}
function scaleLeft() {
tween.clear();
tween.to({ x: 0 }, 1000);
tween.onComplete.add(scaleRight, this);
tween.start();
}
function scaleRight() {
tween.clear();
tween.to({ x: 1 }, 1000);
tween.onComplete.add(scaleLeft, this);
tween.start();
// This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true
(fuji.texture.flippedX) ? fuji.texture.flippedX = false: fuji.texture.flippedX = true;
}
})();
+20
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var smallBunny;
function create() {
// Here we'll assign the new sprite to the local smallBunny variable
smallBunny = game.add.sprite(0, 0, 'bunny');
// And now let's scale the sprite in half
// You can do either:
// smallBunny.scale.x = 0.5;
// smallBunny.scale.y = 0.5;
// Or you can set them both at the same time using setTo:
smallBunny.scale.setTo(0.5, 0.5);
}
})();
+33
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var smallBunny: Phaser.Sprite;
function create() {
// Here we'll assign the new sprite to the local smallBunny variable
smallBunny = game.add.sprite(0, 0, 'bunny');
// And now let's scale the sprite in half
// You can do either:
// smallBunny.scale.x = 0.5;
// smallBunny.scale.y = 0.5;
// Or you can set them both at the same time using setTo:
smallBunny.scale.setTo(0.5, 0.5);
}
})();
+20
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var bigBunny;
function create() {
// Here we'll assign the new sprite to the local bigBunny variable
bigBunny = game.add.sprite(0, 0, 'bunny');
// And now let's scale the sprite by two
// You can do either:
// smallBunny.scale.x = 2;
// smallBunny.scale.y = 2;
// Or you can set them both at the same time using setTo:
bigBunny.scale.setTo(2, 2);
}
})();
+33
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var bigBunny: Phaser.Sprite;
function create() {
// Here we'll assign the new sprite to the local bigBunny variable
bigBunny = game.add.sprite(0, 0, 'bunny');
// And now let's scale the sprite by two
// You can do either:
// smallBunny.scale.x = 2;
// smallBunny.scale.y = 2;
// Or you can set them both at the same time using setTo:
bigBunny.scale.setTo(2, 2);
}
})();
+17
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var bunny;
function create() {
// Here we'll assign the new sprite to the local bunny variable
bunny = game.add.sprite(0, 0, 'bunny');
// You don't have to use the same values when scaling a sprite,
// here we'll create a short and wide bunny
bunny.scale.setTo(3, 0.7);
}
})();
+29
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var bunny: Phaser.Sprite;
function create() {
// Here we'll assign the new sprite to the local bunny variable
bunny = game.add.sprite(0, 0, 'bunny');
// You don't have to use the same values when scaling a sprite,
// here we'll create a short and wide bunny
bunny.scale.setTo(3, 0.7);
}
})();
+39
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var bunny;
var tweenUp;
var tweenDown;
function create() {
// Here we'll assign the new sprite to the local bunny variable
bunny = game.add.sprite(0, 0, 'bunny');
// This time let's scale the sprite by using two tweens
// The first tween will scale the sprite up, the second will scale it down again
// Create our 2 tweens
tweenUp = game.add.tween(bunny.scale);
tweenUp.onComplete.add(scaleDown, this);
tweenDown = game.add.tween(bunny.scale);
tweenDown.onComplete.add(scaleUp, this);
// Start it going
scaleUp();
}
function scaleUp() {
tweenUp.to({
x: 2,
y: 2
}, 2000, Phaser.Easing.Elastic.Out);
tweenUp.start();
}
function scaleDown() {
tweenDown.to({
x: 0.5,
y: 0.5
}, 2000, Phaser.Easing.Elastic.Out);
tweenDown.start();
}
})();
+53
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('bunny', 'assets/sprites/bunny.png');
game.loader.load();
}
var bunny: Phaser.Sprite;
var tweenUp: Phaser.Tween;
var tweenDown: Phaser.Tween;
function create() {
// Here we'll assign the new sprite to the local bunny variable
bunny = game.add.sprite(0, 0, 'bunny');
// This time let's scale the sprite by using two tweens
// The first tween will scale the sprite up, the second will scale it down again
// Create our 2 tweens
tweenUp = game.add.tween(bunny.scale);
tweenUp.onComplete.add(scaleDown, this);
tweenDown = game.add.tween(bunny.scale);
tweenDown.onComplete.add(scaleUp, this);
// Start it going
scaleUp();
}
function scaleUp() {
tweenUp.to({ x: 2, y: 2 }, 2000, Phaser.Easing.Elastic.Out);
tweenUp.start();
}
function scaleDown() {
tweenDown.to({ x: 0.5, y: 0.5 }, 2000, Phaser.Easing.Elastic.Out);
tweenDown.start();
}
})();
+52
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
game.loader.load();
}
var fuji;
var tween;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
//fuji = game.add.sprite(game.stage.centerX - 160, game.stage.centerY - 100, 'fuji');
fuji = game.add.sprite(100, game.stage.centerY - 100, 'fuji');
//fuji.scale.x = 2;
//fuji.scale.y = 2;
//fuji.texture.flippedX = true;
fuji.texture.flippedY = true;
//fuji.origin.setTo(160, 100);
//fuji.rotation = 45;
game.add.tween(fuji.position).to({
rotation: 360
}, 3000).start();
// We set the origin of the Sprite to be the center so that the scaling happens around the center, not the left-hand side
//fuji.origin.setTo(160, 100);
// We'll tween the scale down to zero (which will make the sprite invisible) and then flip it
// The end result should look like turning over a card
// Create our tween
//tween = game.add.tween(fuji.scale);
// Start it going
//scaleLeft();
}
function scaleLeft() {
tween.clear();
tween.to({
x: 0
}, 1000);
tween.onComplete.add(scaleRight, this);
tween.start();
}
function scaleRight() {
tween.clear();
tween.to({
x: 1
}, 1000);
tween.onComplete.add(scaleLeft, this);
tween.start();
// This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true
(fuji.texture.flippedX) ? fuji.texture.flippedX = false : fuji.texture.flippedX = true;
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('fuji', 'assets/pics/atari_fujilogo.png');
game.loader.load();
}
var fuji: Phaser.Sprite;
var tween: Phaser.Tween;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
//fuji = game.add.sprite(game.stage.centerX - 160, game.stage.centerY - 100, 'fuji');
fuji = game.add.sprite(100, game.stage.centerY - 100, 'fuji');
//fuji.scale.x = 2;
//fuji.scale.y = 2;
//fuji.texture.flippedX = true;
fuji.texture.flippedY = true;
//fuji.origin.setTo(160, 100);
//fuji.rotation = 45;
game.add.tween(fuji.position).to({ rotation: 360 }, 3000).start();
// We set the origin of the Sprite to be the center so that the scaling happens around the center, not the left-hand side
//fuji.origin.setTo(160, 100);
// We'll tween the scale down to zero (which will make the sprite invisible) and then flip it
// The end result should look like turning over a card
// Create our tween
//tween = game.add.tween(fuji.scale);
// Start it going
//scaleLeft();
}
function scaleLeft() {
tween.clear();
tween.to({ x: 0 }, 1000);
tween.onComplete.add(scaleRight, this);
tween.start();
}
function scaleRight() {
tween.clear();
tween.to({ x: 1 }, 1000);
tween.onComplete.add(scaleLeft, this);
tween.start();
// This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true
(fuji.texture.flippedX) ? fuji.texture.flippedX = false: fuji.texture.flippedX = true;
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Starling/Sparrow XML Texture Atlas Method 1
//
// In this example we assume that the XML data is stored in an external file
myGame.loader.addTextureAtlas('bits', 'assets/sprites/shoebox.png', 'assets/sprites/shoebox.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
myGame.loader.addTextureAtlas('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
myGame.loader.load();
}
var bits;
var bot;
function create() {
bot = myGame.add.sprite(800, 200, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bits = myGame.add.sprite(200, 200, 'bits');
bits.frame = 0;
bot.velocity.x = -300;
}
function update() {
if(bot.x < -bot.width) {
bot.x = myGame.stage.width;
bits.frame++;
console.log(bits.frame, bits.animations.frameTotal);
if(bits.frame == bits.animations.frameTotal - 1) {
bits.frame = 0;
}
}
}
})();
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@@ -1,52 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Starling/Sparrow XML Texture Atlas Method 1
//
// In this example we assume that the XML data is stored in an external file
myGame.loader.addTextureAtlas('bits', 'assets/sprites/shoebox.png', 'assets/sprites/shoebox.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
myGame.loader.addTextureAtlas('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
myGame.loader.load();
}
var bits: Phaser.Sprite;
var bot: Phaser.Sprite;
function create() {
bot = myGame.add.sprite(800, 200, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bits = myGame.add.sprite(200, 200, 'bits');
bits.frame = 0;
bot.velocity.x = -300;
}
function update() {
if (bot.x < -bot.width)
{
bot.x = myGame.stage.width;
bits.frame++;
console.log(bits.frame, bits.animations.frameTotal);
if (bits.frame == bits.animations.frameTotal - 1)
{
bits.frame = 0;
}
}
}
})();
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@@ -1,25 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Texture Atlas Method 2
//
// In this example we assume that the TexturePacker JSON data is a string of json data stored as a var
// (in this case botData)
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
myGame.loader.load();
}
var bot;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -100;
}
function update() {
if(bot.x < -bot.width) {
bot.x = myGame.stage.width;
}
}
var botData = '{"frames": [{"filename": "running bot.swf/0000","frame": { "x": 34, "y": 128, "w": 56, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 2, "w": 56, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0001","frame": { "x": 54, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0002","frame": { "x": 54, "y": 58, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0003","frame": { "x": 0, "y": 192, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0004","frame": { "x": 0, "y": 64, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0005","frame": { "x": 196, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0006","frame": { "x": 0, "y": 0, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0007","frame": { "x": 140, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0008","frame": { "x": 34, "y": 188, "w": 50, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 3, "y": 2, "w": 50, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0009","frame": { "x": 0, "y": 128, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0010","frame": { "x": 84, "y": 188, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }}]}';
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Texture Atlas Method 2
//
// In this example we assume that the TexturePacker JSON data is a string of json data stored as a var
// (in this case botData)
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
myGame.loader.load();
}
var bot: Phaser.Sprite;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -100;
}
function update() {
if (bot.x < -bot.width)
{
bot.x = myGame.stage.width;
}
}
var botData = '{"frames": [{"filename": "running bot.swf/0000","frame": { "x": 34, "y": 128, "w": 56, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 2, "w": 56, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0001","frame": { "x": 54, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0002","frame": { "x": 54, "y": 58, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0003","frame": { "x": 0, "y": 192, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0004","frame": { "x": 0, "y": 64, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0005","frame": { "x": 196, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0006","frame": { "x": 0, "y": 0, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0007","frame": { "x": 140, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0008","frame": { "x": 34, "y": 188, "w": 50, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 3, "y": 2, "w": 50, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0009","frame": { "x": 0, "y": 128, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0010","frame": { "x": 84, "y": 188, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }}]}';
})();
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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);
function init() {
// Texture Atlas Method 3
//
// In this example we assume that the TexturePacker JSON data is stored in an external file
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.load();
}
var bot;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -100;
}
function update() {
if(bot.x < -bot.width) {
bot.x = myGame.stage.width;
}
}
})();
-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);
function init() {
// Texture Atlas Method 3
//
// In this example we assume that the TexturePacker JSON data is stored in an external file
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.load();
}
var bot: Phaser.Sprite;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -100;
}
function update() {
if (bot.x < -bot.width)
{
bot.x = myGame.stage.width;
}
}
})();
-32
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Texture Atlas Method 4
//
// We load a TexturePacker JSON file and image and show you how to make several unique sprites from the same file
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var chick;
var car;
var mech;
var robot;
var cop;
function create() {
myGame.camera.backgroundColor = 'rgb(40, 40, 40)';
chick = myGame.add.sprite(64, 64, 'atlas');
// You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself)
chick.frameName = 'budbrain_chick.png';
// Or by setting the frame index
//chick.frame = 0;
cop = myGame.add.sprite(600, 64, 'atlas');
cop.frameName = 'ladycop.png';
robot = myGame.add.sprite(50, 300, 'atlas');
robot.frameName = 'robot.png';
car = myGame.add.sprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
mech = myGame.add.sprite(250, 100, 'atlas');
mech.frameName = 'titan_mech.png';
}
})();
-50
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@@ -1,50 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Texture Atlas Method 4
//
// We load a TexturePacker JSON file and image and show you how to make several unique sprites from the same file
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var chick: Phaser.Sprite;
var car: Phaser.Sprite;
var mech: Phaser.Sprite;
var robot: Phaser.Sprite;
var cop: Phaser.Sprite;
function create() {
myGame.camera.backgroundColor = 'rgb(40, 40, 40)';
chick = myGame.add.sprite(64, 64, 'atlas');
// You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself)
chick.frameName = 'budbrain_chick.png';
// Or by setting the frame index
//chick.frame = 0;
cop = myGame.add.sprite(600, 64, 'atlas');
cop.frameName = 'ladycop.png';
robot = myGame.add.sprite(50, 300, 'atlas');
robot.frameName = 'robot.png';
car = myGame.add.sprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
mech = myGame.add.sprite(250, 100, 'atlas');
mech.frameName = 'titan_mech.png';
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Texture Atlas Method 1
//
// In this example we assume that the TexturePacker JSON data is a real json object stored as a var
// (in this case botData)
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
myGame.loader.load();
}
var bot;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -100;
}
function update() {
if(bot.x < -bot.width) {
bot.x = myGame.stage.width;
}
}
var botData = {
"frames": [
{
"filename": "running bot.swf/0000",
"frame": {
"x": 34,
"y": 128,
"w": 56,
"h": 60
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 2,
"w": 56,
"h": 60
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0001",
"frame": {
"x": 54,
"y": 0,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0002",
"frame": {
"x": 54,
"y": 58,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0003",
"frame": {
"x": 0,
"y": 192,
"w": 34,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 11,
"y": 0,
"w": 34,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0004",
"frame": {
"x": 0,
"y": 64,
"w": 54,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 1,
"y": 0,
"w": 54,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0005",
"frame": {
"x": 196,
"y": 0,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0006",
"frame": {
"x": 0,
"y": 0,
"w": 54,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 1,
"y": 0,
"w": 54,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0007",
"frame": {
"x": 140,
"y": 0,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0008",
"frame": {
"x": 34,
"y": 188,
"w": 50,
"h": 60
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 3,
"y": 2,
"w": 50,
"h": 60
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0009",
"frame": {
"x": 0,
"y": 128,
"w": 34,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 11,
"y": 0,
"w": 34,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0010",
"frame": {
"x": 84,
"y": 188,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
}
],
"meta": {
"app": "http://www.texturepacker.com",
"version": "1.0",
"image": "running_bot.png",
"format": "RGBA8888",
"size": {
"w": 252,
"h": 256
},
"scale": "0.2",
"smartupdate": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$"
}
};
})();
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@@ -1,143 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Texture Atlas Method 1
//
// In this example we assume that the TexturePacker JSON data is a real json object stored as a var
// (in this case botData)
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
myGame.loader.load();
}
var bot: Phaser.Sprite;
function create() {
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -100;
}
function update() {
if (bot.x < -bot.width)
{
bot.x = myGame.stage.width;
}
}
var botData = {
"frames": [
{
"filename": "running bot.swf/0000",
"frame": { "x": 34, "y": 128, "w": 56, "h": 60 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 0, "y": 2, "w": 56, "h": 60 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0001",
"frame": { "x": 54, "y": 0, "w": 56, "h": 58 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0002",
"frame": { "x": 54, "y": 58, "w": 56, "h": 58 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0003",
"frame": { "x": 0, "y": 192, "w": 34, "h": 64 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0004",
"frame": { "x": 0, "y": 64, "w": 54, "h": 64 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0005",
"frame": { "x": 196, "y": 0, "w": 56, "h": 58 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0006",
"frame": { "x": 0, "y": 0, "w": 54, "h": 64 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0007",
"frame": { "x": 140, "y": 0, "w": 56, "h": 58 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0008",
"frame": { "x": 34, "y": 188, "w": 50, "h": 60 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 3, "y": 2, "w": 50, "h": 60 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0009",
"frame": { "x": 0, "y": 128, "w": 34, "h": 64 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },
"sourceSize": { "w": 56, "h": 64 }
},
{
"filename": "running bot.swf/0010",
"frame": { "x": 84, "y": 188, "w": 56, "h": 58 },
"rotated": false,
"trimmed": true,
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
"sourceSize": { "w": 56, "h": 64 }
}],
"meta": {
"app": "http://www.texturepacker.com",
"version": "1.0",
"image": "running_bot.png",
"format": "RGBA8888",
"size": { "w": 252, "h": 256 },
"scale": "0.2",
"smartupdate": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$"
}
};
})();
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@@ -1,33 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png');
myGame.loader.load();
}
var car;
function create() {
car = myGame.add.sprite(200, 300, 'car');
}
function update() {
car.renderDebugInfo(16, 16);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
car.angularAcceleration = 0;
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
car.angularVelocity = -200;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
car.angularVelocity = 200;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
var motion = myGame.motion.velocityFromAngle(car.angle, 200);
// instant
car.velocity.copyFrom(motion);
// acceleration
//car.acceleration.copyFrom(motion);
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
//car.velocity.y = 200;
}
}
})();
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@@ -1,58 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png');
myGame.loader.load();
}
var car: Phaser.Sprite;
function create() {
car = myGame.add.sprite(200, 300, 'car');
}
function update() {
car.renderDebugInfo(16, 16);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
car.angularAcceleration = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 200);
// instant
car.velocity.copyFrom(motion);
// acceleration
//car.acceleration.copyFrom(motion);
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
//car.velocity.y = 200;
}
}
})();