mirror of
https://github.com/wassname/phaser.git
synced 2026-08-19 12:30:07 +08:00
yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling.
This commit is contained in:
@@ -2,22 +2,29 @@
|
||||
/// <reference path="../../Plugins/CameraFX/Mirror.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
|
||||
|
||||
function preload() {
|
||||
game.load.image('backdrop', 'assets/pics/ninja-masters2.png');
|
||||
}
|
||||
|
||||
var mirror;
|
||||
|
||||
function create() {
|
||||
// Just set the world to be the size of the image we're loading in
|
||||
game.world.setSize(1216, 896);
|
||||
|
||||
// What we need is a camera 800x400 pixels in size as the mirror effect will be 200px tall and sit below it.
|
||||
// So we resize our default camera to 400px
|
||||
game.camera.height = 400;
|
||||
|
||||
// Add our effect to the camera
|
||||
mirror = game.camera.plugins.add(Phaser.Plugins.CameraFX.Mirror);
|
||||
|
||||
// The first 2 parameters are the x and y coordinates of where to display the effect. They are in STAGE coordinates, not World.
|
||||
// The next is a Rectangle making up the region of the Camera that we'll create the effect from (in this case the whole camera).
|
||||
// Finally we set the fill color that is put over the top of the mirror effect.
|
||||
mirror.start(0, 400, new Phaser.Rectangle(0, 0, 800, 400), 'rgba(0, 0, 100, 0.7)');
|
||||
|
||||
// Experiment with variations on these to see the different mirror effects that can be achieved.
|
||||
//mirror.flipX = true;
|
||||
//mirror.flipY = true;
|
||||
@@ -25,15 +32,17 @@
|
||||
// just a single image, but when used on a full game it can look really quite neat.
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
}
|
||||
|
||||
function update() {
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,29 +2,38 @@
|
||||
/// <reference path="../../Plugins/CameraFX/Scanlines.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
|
||||
|
||||
function preload() {
|
||||
game.load.image('backdrop', 'assets/pics/ninja-masters2.png');
|
||||
}
|
||||
|
||||
var scanlines;
|
||||
|
||||
function create() {
|
||||
game.world.setSize(1216, 896);
|
||||
|
||||
// Add our effect to the camera
|
||||
scanlines = game.camera.plugins.add(Phaser.Plugins.CameraFX.Scanlines);
|
||||
|
||||
// We'll have the scanlines spaced out every 2 pixels
|
||||
scanlines.spacing = 2;
|
||||
|
||||
// This is the color the lines will be drawn in
|
||||
scanlines.color = 'rgba(0, 0, 0, 0.8)';
|
||||
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
}
|
||||
|
||||
function update() {
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user