TileSprites are now much more tidy and can run from a frame in a texture. They can also be animated. New TileSprite.autoScroll function added.

This commit is contained in:
photonstorm
2014-02-13 23:13:10 +00:00
parent 5bbb7e390b
commit 35e4c03bad
34 changed files with 1116 additions and 42 deletions
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create });
function preload() {
// game.load.atlasXML('seacreatures', 'assets/sprites/seacreatures.png', 'assets/sprites/seacreatures.xml');
game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
// Just a few images to use in our underwater scene
game.load.image('undersea', 'assets/pics/undersea.jpg');
game.load.image('coral', 'assets/pics/seabed.png');
}
var jellyfish;
var crab;
var greenJellyfish;
var octopus;
var purpleFish;
var seahorse;
var squid;
var stingray;
var flyingfish;
function create() {
game.add.sprite(0, 0, 'undersea');
jellyfish = game.add.sprite(670, 20, 'seacreatures', 'blueJellyfish0000');
// In the texture atlas the jellyfish uses the frame names blueJellyfish0000 to blueJellyfish0032
// So we can use the handy generateFrameNames function to create this for us.
jellyfish.animations.add('swim', Phaser.Animation.generateFrameNames('blueJellyfish', 0, 32, '', 4), 30, true);
jellyfish.animations.play('swim');
// Let's make some more sea creatures in the same way as the jellyfish
crab = game.add.sprite(550, 480, 'seacreatures');
crab.animations.add('swim', Phaser.Animation.generateFrameNames('crab1', 0, 25, '', 4), 30, true);
crab.animations.play('swim');
greenJellyfish = game.add.sprite(330, 100, 'seacreatures');
greenJellyfish.animations.add('swim', Phaser.Animation.generateFrameNames('greenJellyfish', 0, 39, '', 4), 30, true);
greenJellyfish.animations.play('swim');
octopus = game.add.sprite(160, 400, 'seacreatures');
octopus.animations.add('swim', Phaser.Animation.generateFrameNames('octopus', 0, 24, '', 4), 30, true);
octopus.animations.play('swim');
purpleFish = game.add.sprite(800, 413, 'seacreatures');
purpleFish.animations.add('swim', Phaser.Animation.generateFrameNames('purpleFish', 0, 20, '', 4), 30, true);
purpleFish.animations.play('swim');
seahorse = game.add.sprite(491, 40, 'seacreatures');
seahorse.animations.add('swim', Phaser.Animation.generateFrameNames('seahorse', 0, 5, '', 4), 30, true);
seahorse.animations.play('swim');
squid = game.add.sprite(610, 215, 'seacreatures', 'squid0000');
stingray = game.add.sprite(80, 190, 'seacreatures');
stingray.animations.add('swim', Phaser.Animation.generateFrameNames('stingray', 0, 23, '', 4), 30, true);
stingray.animations.play('swim');
flyingfish = game.add.sprite(60, 40, 'seacreatures', 'flyingFish0000');
game.add.sprite(0, 466, 'coral');
game.add.tween(purpleFish).to({ x: -200 }, 7500, Phaser.Easing.Quadratic.InOut, true, 0, 1000, false);
game.add.tween(octopus).to({ y: 530 }, 2000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
game.add.tween(greenJellyfish).to({ y: 250 }, 4000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
game.add.tween(jellyfish).to({ y: 100 }, 8000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
}
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var tilesprite;
var cursors;
var count = 0;
function preload() {
game.load.image('starfield', 'assets/misc/starfield.jpg');
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
}
var sprite;
function create() {
// sprite = game.add.tileSprite(0, 0, 800, 600, 'starfield');
// sprite = game.add.tileSprite(100, 100, 400, 300, 'starfield');
sprite = game.add.tileSprite(0, 0, 800, 600, 'mummy');
sprite.animations.add('walk');
sprite.animations.play('walk', 20, true);
// sprite = game.add.tileSprite(0, 0, 800, 600, 'seacreatures');
// sprite.animations.add('swim', Phaser.Animation.generateFrameNames('octopus', 0, 24, '', 4), 30, true);
// sprite.animations.play('swim');
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
count += 0.005
sprite.tileScale.x = 2 + Math.sin(count);
sprite.tileScale.y = 2 + Math.cos(count);
sprite.tilePosition.x += 1;
sprite.tilePosition.y += 1;
if (cursors.left.isDown)
{
sprite.tilePosition.x += 4;
}
else if (cursors.right.isDown)
{
sprite.tilePosition.x -= 4;
}
if (cursors.up.isDown)
{
sprite.tilePosition.y += 4;
}
else if (cursors.down.isDown)
{
sprite.tilePosition.y -= 4;
}
}
function render() {
// game.debug.renderText(sprite.frame, 32, 32);
}
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
}
var ship;
var cursors;
function create() {
game.world.setBounds(0, 0, 1920, 1200);
var bg = game.add.sprite(0, 0, 'backdrop');
bg.alpha = 0.8;
ship = game.add.sprite(200, 200, 'ship');
ship.physicsEnabled = true;
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
game.physics.defaultRestitution = 0.8;
}
function update() {
if (cursors.left.isDown)
{
ship.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(100);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(400);
}
}
function render() {
// game.debug.renderText('x: ' + box2.body.velocity.x, 32, 32);
// game.debug.renderText('y: ' + box2.body.velocity.y, 32, 64);
}