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Merge pull request #278 from inductible-dev/dev
New example suite added, and some TypeScript def tweaks
This commit is contained in:
Vendored
+2
-1
@@ -743,6 +743,7 @@ declare module Phaser {
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crop: boolean;
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cropEnabled: boolean;
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inputEnabled: boolean;
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fixedToCamera:boolean;
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preUpdate(): void;
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postUpdate(): void;
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centerOn(x: number, y: number): void;
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@@ -777,7 +778,7 @@ declare module Phaser {
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onAnimationLoop: Phaser.Signal;
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}
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class TileSprite {
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class TileSprite extends Sprite {
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constructor(game: Phaser.Game, x: number, y: number, width: number, height: number, key?: string, frame?: number);
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texture: Phaser.RenderTexture;
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type: number;
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@@ -181,6 +181,28 @@
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"title": "render texture trail"
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}
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],
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"debug":[
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{
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"file": "debug+sprite.js",
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"title": "Sprite data"
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},
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{
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"file": "debug+display.js",
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"title": "Sprite display"
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},
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{
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"file": "debug+input.js",
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"title": "Input"
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},
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{
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"file": "debug+camera.js",
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"title": "Camera"
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},
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{
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"file": "debug+draw.js",
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"title": "Draw"
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}
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],
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"filters": [
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{
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"file": "blur.js",
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@@ -0,0 +1,40 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:update, render:render });
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var sprite, spriteB ;
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var counter = 0 ;
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var step = Math.PI * 2 / 360 ;
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function preload() {
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// Load images to use as the game sprites
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game.load.image('sprite', 'assets/sprites/phaser2.png');
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}
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function create() {
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// Create sprite and put it in the middle of the stage
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sprite = game.add.sprite(0, 0, 'sprite');
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sprite.alpha = 0.5 ;
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sprite.x = game.width / 2 ;
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sprite.anchor.x = sprite.anchor.y = 0.5 ;
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}
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function update()
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{
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// Move sprite up and down smoothly for show
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var tStep = Math.sin( counter ) ;
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sprite.y = (game.height/2) + tStep * 30 ;
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sprite.rotation += Phaser.Math.degToRad( 0.1 * tStep ) ;
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counter += step ;
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}
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function render() {
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// Camera
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game.debug.renderCameraInfo(game.camera, 32, 32);
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}
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@@ -0,0 +1,41 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:update, render:render });
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var sprite ;
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var counter = 0 ;
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var step = Math.PI * 2 / 360 ;
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function preload() {
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// Load images to use as the game sprites
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game.load.image('sprite', 'assets/sprites/phaser2.png');
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}
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function create() {
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// Create sprite and put it in the middle of the stage
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sprite = game.add.sprite(0, 0, 'sprite');
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sprite.alpha = 0.5 ;
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sprite.x = game.width / 2 ;
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sprite.anchor.x = sprite.anchor.y = 0.5 ;
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}
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function update()
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{
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// Move sprite up and down smoothly for show
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var tStep = Math.sin( counter ) ;
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sprite.y = (game.height/2) + tStep * 30 ;
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sprite.rotation += Phaser.Math.degToRad( 0.1 * tStep ) ;
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counter += step ;
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}
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function render() {
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// Display
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game.debug.renderSpriteBounds(sprite);
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game.debug.renderSpriteCorners(sprite, true, true);
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}
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@@ -0,0 +1,18 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { render:render });
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var rect = new Phaser.Rectangle( 100, 100, 100, 100 ) ;
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var circle = new Phaser.Circle( 280, 150, 100 ) ;
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var point = new Phaser.Point( 100, 280 ) ;
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function render() {
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// Draw debug tools
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game.debug.renderRectangle( rect, 'rgba(255,0,0,1)' ) ;
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game.debug.renderCircle( circle, 'rgba(255,255,0,1)' ) ;
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game.debug.renderPoint( point, 'rgba(255,255,255,1)' ) ;
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game.debug.renderPixel( 200, 280, 'rgba(0,255,255,1)' ) ;
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game.debug.renderText( "This is debug text", 100, 380 );
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}
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@@ -0,0 +1,41 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:update, render:render });
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var sprite ;
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var counter = 0 ;
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var step = Math.PI * 2 / 360 ;
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function preload() {
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// Load images to use as the game sprites
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game.load.image('sprite', 'assets/sprites/phaser2.png');
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}
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function create() {
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// Create sprite and put it in the middle of the stage
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sprite = game.add.sprite(0, 0, 'sprite');
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sprite.alpha = 0.5 ;
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sprite.x = game.width / 2 ;
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sprite.anchor.x = sprite.anchor.y = 0.5 ;
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sprite.inputEnabled = true ;
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}
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function update()
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{
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// Move sprite up and down smoothly for show
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var tStep = Math.sin( counter ) ;
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sprite.y = (game.height/2) + tStep * 30 ;
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sprite.rotation += Phaser.Math.degToRad( 0.1 * tStep ) ;
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counter += step ;
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}
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function render() {
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// Input debug info
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game.debug.renderInputInfo(32, 32);
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game.debug.renderSpriteInputInfo(sprite, 32, 130);
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game.debug.renderPointer( game.input.activePointer );
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}
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@@ -0,0 +1,53 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:update, render:render });
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var sprite, otherSprite ;
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var counter = 0 ;
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var step = Math.PI * 2 / 360 ;
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function preload() {
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// Load images to use as the game sprites
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game.load.image('sprite', 'assets/sprites/phaser2.png');
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game.load.image('otherSprite', 'assets/sprites/phaser-dude.png');
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}
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function create() {
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// Create sprite A and put it in the middle of the stage
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sprite = game.add.sprite(0, 0, 'sprite');
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sprite.alpha = 0.5 ;
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sprite.x = game.width / 2 ;
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sprite.anchor.x = sprite.anchor.y = 0.5 ;
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// create sprite B
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otherSprite = game.add.sprite(0, 0, 'otherSprite');
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otherSprite.alpha = 0.5 ;
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otherSprite.x = (game.width / 2) + 150 ;
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otherSprite.y = (game.height / 2) + 150 ;
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otherSprite.anchor.x = sprite.anchor.y = 0.5 ;
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otherSprite.body.immovable = true ;
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}
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function update()
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{
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game.physics.collide( sprite, otherSprite ) ;
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// Move sprite up and down smoothly for show
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var tStep = Math.sin( counter ) ;
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sprite.y = (game.height/2) + tStep * 30 ;
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sprite.rotation += Phaser.Math.degToRad( 0.1 * tStep ) ;
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counter += step ;
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}
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function render() {
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// Physics
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game.debug.renderSpriteBody(sprite);
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game.debug.renderSpriteCollision(sprite, 32, 32);
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game.debug.renderSpriteBody(otherSprite);
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}
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@@ -0,0 +1,41 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:update, render:render });
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var sprite ;
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var counter = 0 ;
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var step = Math.PI * 2 / 360 ;
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function preload() {
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// Load images to use as the game sprites
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game.load.image('sprite', 'assets/sprites/phaser2.png');
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}
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function create() {
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// Create sprite and put it in the middle of the stage
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sprite = game.add.sprite(0, 0, 'sprite');
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sprite.alpha = 0.5 ;
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sprite.x = game.width / 2 ;
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sprite.anchor.x = sprite.anchor.y = 0.5 ;
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}
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function update()
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{
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// Move sprite up and down smoothly for show
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var tStep = Math.sin( counter ) ;
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sprite.y = (game.height/2) + tStep * 30 ;
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sprite.rotation += Phaser.Math.degToRad( 0.1 * tStep ) ;
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counter += step ;
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}
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function render() {
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// Sprite debug info
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game.debug.renderSpriteInfo(sprite, 32, 32);
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game.debug.renderLocalTransformInfo(sprite, 32, 160);
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game.debug.renderWorldTransformInfo(sprite, 32, 290);
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}
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