mirror of
https://github.com/wassname/phaser.git
synced 2026-08-20 12:40:12 +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:
@@ -2,10 +2,13 @@
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.image('balls', 'assets/sprites/balls.png');
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}
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var scroller;
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function create() {
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// The source image (balls.png) is only 102x17 in size, but we want it to create a scroll the size of the whole game window.
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// We can take advantage of the way a ScrollZone can create a seamless pattern for us automatically.
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@@ -13,9 +16,11 @@
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// for rendering.
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// We've rounded the height up to 612 because in order to have a seamless pattern it needs to be a multiple of 17 (the height of the source image)
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scroller = game.add.scrollZone('balls', 0, 0, 800, 612);
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// Some sin/cos data for the movement
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game.math.sinCosGenerator(256, 4, 4, 2);
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}
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function update() {
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// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
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scroller.currentRegion.scrollSpeed.x = game.math.shiftSinTable();
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@@ -1,101 +1,123 @@
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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 game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render);
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function preload() {
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game.load.image('nashwan', 'assets/sprites/xenon2_ship.png');
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game.load.image('starfield', 'assets/misc/starfield.jpg');
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game.load.image('jet', 'assets/sprites/particle1.png');
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game.load.image('bullet', 'assets/misc/bullet1.png');
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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 = game.add.scrollZone('starfield', 0, 0, 1024, 1024);
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emitter = game.add.emitter(game.stage.centerX + 16, game.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.texture.globalCompositeOperation = 'lighter';
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bullets = game.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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for (var i = 0; i < 50; i++) {
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var tempBullet = new Phaser.Sprite(game, game.stage.centerX, game.stage.centerY, 'bullet');
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tempBullet.exists = false;
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tempBullet.transform.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 = game.add.sprite(game.stage.centerX, game.stage.centerY, 'nashwan', Phaser.Types.BODY_DYNAMIC);
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ship.transform.origin.setTo(0.5, 0.5);
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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.transform.rotationOffset = 90;
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game.input.onDown.add(test, this);
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}
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function test(event) {
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game.stage.scale.startFullScreen();
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}
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function update() {
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ship.body.angularVelocity = 0;
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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ship.body.angularVelocity = -200;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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ship.body.angularVelocity = 200;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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speed += 0.1;
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if(speed > 10) {
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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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if (speed < 0) {
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speed = 0;
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}
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}
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//shipMotion = game.motion.velocityFromAngle(ship.rotation, 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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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(game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) {
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fire();
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}
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}
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function render() {
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//ship.body.renderDebugInfo(32, 32);
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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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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(game.time.now > fireRate) {
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if (game.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 = game.motion.velocityFromAngle(ship.rotation, 400);
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var bulletMotion = {
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x: 0,
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y: 0
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};
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var bulletMotion = { x: 0, y: 0 };
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b.revive();
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b.rotation = ship.rotation;
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b.body.velocity.setTo(bulletMotion.x, bulletMotion.y);
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fireRate = game.time.now + 100;
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}
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}
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@@ -1,5 +1,4 @@
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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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@@ -12,8 +11,6 @@
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game.load.image('jet', 'assets/sprites/particle1.png');
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game.load.image('bullet', 'assets/misc/bullet1.png');
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}
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var scroller: Phaser.ScrollZone;
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@@ -2,24 +2,30 @@
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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function preload() {
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game.load.image('starray', 'assets/pics/auto_scroll_landscape.png');
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}
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function create() {
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var zone = game.add.scrollZone('starray');
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// Hide the default region (the full image)
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zone.currentRegion.visible = false;
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var y = 0;
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var speed = 16;
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// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
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for(var z = 0; z < 32; z++) {
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for (var z = 0; z < 32; z++) {
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zone.addRegion(0, y, 640, 10, speed);
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if(z <= 15) {
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if (z <= 15) {
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speed -= 1;
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} else {
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speed += 1;
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}
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if(z == 15) {
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if (z == 15) {
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y = 240;
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speed += 1;
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} else {
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@@ -2,19 +2,25 @@
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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function preload() {
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game.load.image('angelDawn', 'assets/pics/game14_angel_dawn.png');
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}
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var scroller;
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function create() {
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// This creates our ScrollZone centered in the middle of the stage.
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scroller = game.add.scrollZone('angelDawn', game.stage.centerX - 320, 100);
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// By default we won't scroll the full image, but we will create 3 ScrollRegions within it:
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// This creates a ScrollRegion which can be thought of as a rectangle within the ScrollZone that can be scrolled
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// independantly - this one scrolls the image of the spacemans head
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scroller.addRegion(32, 32, 352, 240, 0, 2);
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// The head in the top right
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scroller.addRegion(480, 30, 96, 96, 4, 0);
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// The small piece of text
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scroller.addRegion(466, 160, 122, 14, 0, -0.5);
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}
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@@ -2,16 +2,21 @@
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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function preload() {
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game.load.image('dragonsun', 'assets/pics/cougar_dragonsun.png');
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game.load.image('overlay', 'assets/pics/scrollframe.png');
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}
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var scroller;
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function create() {
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// This creates our ScrollZone. It is positioned at x32 y32 (world coodinates)
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// and is a size of 352x240 (which matches the window in our overlay image)
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scroller = game.add.scrollZone('dragonsun', 32, 32, 352, 240);
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scroller.setSpeed(2, 2);
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game.add.sprite(0, 0, 'overlay');
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}
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})();
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@@ -2,9 +2,11 @@
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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function preload() {
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game.load.image('crystal', 'assets/pics/jim_sachs_time_crystal.png');
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}
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function create() {
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// This creates our ScrollZone. It is positioned at x0 y0 (world coodinates) by default and uses
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// the 'crystal' image from the cache.
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@@ -2,18 +2,23 @@
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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function preload() {
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game.load.image('balls', 'assets/sprites/balls.png');
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}
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var leftFace;
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var rightFace;
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var topFace;
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function create() {
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topFace = game.add.scrollZone('balls', 200, 0, 204, 204).setSpeed(0, 2.2);
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topFace.transform.skew.setTo(0, Math.tan(game.math.radiansToDegrees(-30)));
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topFace.transform.scale.setTo(1, 1.3);
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leftFace = game.add.scrollZone('balls', 110, 264, 204, 204).setSpeed(0, 2.1);
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leftFace.transform.skew.setTo(0, Math.tan(game.math.radiansToDegrees(30)));
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rightFace = game.add.scrollZone('balls', 200, 466, 204, 204).setSpeed(0, 2);
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rightFace.transform.skew.setTo(0, Math.tan(game.math.radiansToDegrees(-30)));
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rightFace.transform.scale.setTo(1, 0.8);
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