mirror of
https://github.com/wassname/phaser.git
synced 2026-08-08 11:23:41 +08:00
Updated Loader component and fixed a few Pointer issues.
This commit is contained in:
@@ -0,0 +1,18 @@
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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, 'demo1', 320, 200, init, create, update);
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function init() {
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game.load.image('balls', '../assets/sprites/balls.png');
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game.load.start();
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}
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var scroller;
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function create() {
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scroller = game.add.scrollZone('balls', 0, 0, 800, 612);
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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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scroller.currentRegion.scrollSpeed.x = game.math.shiftSinTable();
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scroller.currentRegion.scrollSpeed.y = game.math.shiftCosTable();
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}
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})();
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@@ -0,0 +1,31 @@
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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, 'demo1', 320, 200, init, create, update);
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function init() {
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game.load.image('balls', '../assets/sprites/balls.png');
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game.load.start();
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}
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var scroller: Phaser.ScrollZone;
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function create() {
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scroller = game.add.scrollZone('balls', 0, 0, 800, 612);
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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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scroller.currentRegion.scrollSpeed.x = game.math.shiftSinTable();
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scroller.currentRegion.scrollSpeed.y = game.math.shiftCosTable();
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}
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})();
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@@ -0,0 +1,22 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.image('swirl', '../assets/pics/color_wheel_swirl.png');
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game.load.start();
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}
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var swirl;
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function create() {
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// Here we'll assign the new sprite to the local swirl variable
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swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
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// Increase the size of the sprite a little so it covers the edges of the stage
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swirl.scale.setTo(1.4, 1.4);
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// Set the origin to the middle of the Sprite to get the effect we need
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swirl.origin.setTo(swirl.frameBounds.halfWidth, swirl.frameBounds.halfHeight);
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// Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
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game.add.tween(swirl).to({
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angle: 360
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}, 2000, Phaser.Easing.Linear.None, true, 0, true);
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}
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})();
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@@ -0,0 +1,33 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.image('swirl', '../assets/pics/color_wheel_swirl.png');
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game.load.start();
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}
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var swirl: Phaser.Sprite;
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function create() {
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// Here we'll assign the new sprite to the local swirl variable
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swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
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// Increase the size of the sprite a little so it covers the edges of the stage
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swirl.scale.setTo(1.4, 1.4);
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// Set the origin to the middle of the Sprite to get the effect we need
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swirl.origin.setTo(swirl.frameBounds.halfWidth, swirl.frameBounds.halfHeight);
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// Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
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game.add.tween(swirl).to({ angle: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
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}
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})();
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@@ -0,0 +1,44 @@
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var __extends = this.__extends || function (d, b) {
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/gameobjects/Particle.ts" />
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/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
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var fruitParticle = (function (_super) {
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__extends(fruitParticle, _super);
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function fruitParticle(game) {
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_super.call(this, game);
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var s = [
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'carrot',
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'melon',
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'eggplant',
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'mushroom',
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'pineapple'
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];
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this.texture.loadImage(game.math.getRandom(s));
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}
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return fruitParticle;
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})(Phaser.Particle);
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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var emitter;
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function init() {
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game.load.image('carrot', '../assets/sprites/carrot.png');
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game.load.image('melon', '../assets/sprites/melon.png');
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game.load.image('eggplant', '../assets/sprites/eggplant.png');
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game.load.image('mushroom', '../assets/sprites/mushroom.png');
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game.load.image('pineapple', '../assets/sprites/pineapple.png');
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game.load.start();
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}
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function create() {
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emitter = game.add.emitter(game.stage.centerX, 50);
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emitter.gravity = 100;
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// Here we tell the emitter to use our customParticle class
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// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
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emitter.particleClass = fruitParticle;
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emitter.makeParticles(null, 50, false, 0);
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emitter.start(false, 10, 0.05);
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}
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})();
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@@ -0,0 +1,50 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/gameobjects/Particle.ts" />
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/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
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class fruitParticle extends Phaser.Particle {
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constructor(game:Phaser.Game) {
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super(game);
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var s = ['carrot', 'melon', 'eggplant', 'mushroom', 'pineapple'];
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this.texture.loadImage(game.math.getRandom(s));
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}
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}
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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var emitter: Phaser.Emitter;
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function init() {
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game.load.image('carrot', '../assets/sprites/carrot.png');
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game.load.image('melon', '../assets/sprites/melon.png');
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game.load.image('eggplant', '../assets/sprites/eggplant.png');
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game.load.image('mushroom', '../assets/sprites/mushroom.png');
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game.load.image('pineapple', '../assets/sprites/pineapple.png');
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game.load.start();
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}
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function create() {
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emitter = game.add.emitter(game.stage.centerX, 50);
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emitter.gravity = 100;
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// Here we tell the emitter to use our customParticle class
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// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
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emitter.particleClass = fruitParticle;
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emitter.makeParticles(null, 50, false, 0);
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emitter.start(false, 10, 0.05);
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}
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})();
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@@ -0,0 +1,42 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.image('fuji', '../assets/pics/atari_fujilogo.png');
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game.load.start();
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}
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var fuji;
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var tweenUp;
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var tweenDown;
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function create() {
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game.stage.backgroundColor = 'rgb(0,0,100)';
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// Here we'll assign the new sprite to the local fuji variable
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fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
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// The sprite is 320 x 200 pixels in size
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// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
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fuji.origin.setTo(160, 100);
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game.add.tween(fuji).to({
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angle: 360
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}, 2000, Phaser.Easing.Linear.None, true, 0, true);
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tweenUp = game.add.tween(fuji.scale);
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tweenUp.onComplete.add(scaleDown, this);
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tweenDown = game.add.tween(fuji.scale);
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tweenDown.onComplete.add(scaleUp, this);
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scaleUp();
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}
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function scaleUp() {
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tweenUp.to({
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x: 2,
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y: 2
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}, 1000, Phaser.Easing.Elastic.Out);
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tweenUp.start();
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}
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function scaleDown() {
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tweenDown.to({
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x: 0.5,
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y: 0.5
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}, 1000, Phaser.Easing.Elastic.Out);
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tweenDown.start();
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}
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})();
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@@ -0,0 +1,56 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.image('fuji', '../assets/pics/atari_fujilogo.png');
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game.load.start();
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}
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var fuji: Phaser.Sprite;
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var tweenUp: Phaser.Tween;
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var tweenDown: Phaser.Tween;
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function create() {
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game.stage.backgroundColor = 'rgb(0,0,100)';
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// Here we'll assign the new sprite to the local fuji variable
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fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
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// The sprite is 320 x 200 pixels in size
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// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
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fuji.origin.setTo(160, 100);
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game.add.tween(fuji).to({ angle: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
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tweenUp = game.add.tween(fuji.scale);
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tweenUp.onComplete.add(scaleDown, this);
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tweenDown = game.add.tween(fuji.scale);
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tweenDown.onComplete.add(scaleUp, this);
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scaleUp();
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}
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function scaleUp() {
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tweenUp.to({ x: 2, y: 2 }, 1000, Phaser.Easing.Elastic.Out);
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tweenUp.start();
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}
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function scaleDown() {
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tweenDown.to({ x: 0.5, y: 0.5 }, 1000, Phaser.Easing.Elastic.Out);
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tweenDown.start();
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}
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})();
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@@ -0,0 +1,32 @@
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<!DOCTYPE html>
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<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0" />
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<title>Phaser does DemoScene</title>
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<style>
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body {
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padding: 0;
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margin: 0;
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}
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canvas {
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float: left;
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}
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</style>
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<script>
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var PhaserGlobal = { disableAudio: true }
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</script>
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<script src="../phaser.js"></script>
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<script src="ballmover.js"></script>
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<script src="scroller1.js"></script>
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<script src="starray.js"></script>
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<script src="colorwhirl.js"></script>
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<script src="fujiboink.js"></script>
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<script src="metalslug.js"></script>
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<script src="fruitfall.js"></script>
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</head>
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<body>
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</body>
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</html>
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@@ -0,0 +1,22 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.spritesheet('monster', '../assets/sprites/metalslug_monster39x40.png', 39, 40);
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game.load.start();
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}
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var monster;
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function create() {
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game.stage.backgroundColor = 'rgb(50,10,10)';
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// Notice the use of 'stage.centerX' - this places the sprite in the middle of the stage without needing to do any extra math
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monster = game.add.sprite(100, 50, 'monster');
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// For this animation we pass 'null' for the frames, because we're going to use them all
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// And we set the frame rate (30) and loop status (true) when we add the animation
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// If the frame rate and looping is never going to change then it's easier to do it here
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monster.animations.add('walk', null, 30, true);
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// Then you can just call 'play' on its own with no other values to start things going
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monster.animations.play('walk');
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monster.scale.setTo(3, 3);
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}
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})();
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@@ -0,0 +1,36 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.spritesheet('monster', '../assets/sprites/metalslug_monster39x40.png', 39, 40);
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game.load.start();
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}
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var monster: Phaser.Sprite;
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function create() {
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game.stage.backgroundColor = 'rgb(50,10,10)';
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// Notice the use of 'stage.centerX' - this places the sprite in the middle of the stage without needing to do any extra math
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monster = game.add.sprite(100, 50, 'monster');
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|
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// For this animation we pass 'null' for the frames, because we're going to use them all
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// And we set the frame rate (30) and loop status (true) when we add the animation
|
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// If the frame rate and looping is never going to change then it's easier to do it here
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monster.animations.add('walk', null, 30, true);
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// Then you can just call 'play' on its own with no other values to start things going
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monster.animations.play('walk');
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monster.scale.setTo(3, 3);
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||||
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||||
}
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||||
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})();
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@@ -0,0 +1,12 @@
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||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
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var game = new Phaser.Game(this, 'game', 320, 200, init, create);
|
||||
function init() {
|
||||
game.load.image('crystal', '../assets/pics/jim_sachs_time_crystal.png');
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||||
game.load.start();
|
||||
}
|
||||
function create() {
|
||||
game.add.scrollZone('crystal').setSpeed(4, 2);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,21 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 320, 200, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('crystal', '../assets/pics/jim_sachs_time_crystal.png');
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||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
function create() {
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||||
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||||
game.add.scrollZone('crystal').setSpeed(4, 2);
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||||
|
||||
}
|
||||
|
||||
})();
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||||
@@ -0,0 +1,31 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 320, 200, init, create);
|
||||
function init() {
|
||||
game.load.image('starray', '../assets/pics/auto_scroll_landscape.png');
|
||||
game.load.start();
|
||||
}
|
||||
function create() {
|
||||
var zone = game.add.scrollZone('starray');
|
||||
// Hide the default region (the full image)
|
||||
zone.currentRegion.visible = false;
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||||
var y = 0;
|
||||
var speed = 16;
|
||||
// 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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||||
zone.addRegion(0, y, 640, 10, speed);
|
||||
if(z <= 15) {
|
||||
speed -= 1;
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||||
} else {
|
||||
speed += 1;
|
||||
}
|
||||
if(z == 15) {
|
||||
y = 240;
|
||||
speed += 1;
|
||||
} else {
|
||||
y += 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,53 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 320, 200, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('starray', '../assets/pics/auto_scroll_landscape.png');
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var zone: Phaser.ScrollZone = game.add.scrollZone('starray');
|
||||
|
||||
// Hide the default region (the full image)
|
||||
zone.currentRegion.visible = false;
|
||||
|
||||
var y:number = 0;
|
||||
var speed:number = 16;
|
||||
|
||||
// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
|
||||
for (var z:number = 0; z < 32; z++)
|
||||
{
|
||||
zone.addRegion(0, y, 640, 10, speed);
|
||||
|
||||
if (z <= 15)
|
||||
{
|
||||
speed -= 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
speed += 1;
|
||||
}
|
||||
|
||||
if (z == 15)
|
||||
{
|
||||
y = 240;
|
||||
speed += 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
y += 10;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
Reference in New Issue
Block a user