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First commi using the new software
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@@ -1,31 +0,0 @@
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<?php
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$title = "Display a Sprite";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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function create() {
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var test = game.add.sprite(200, 200, 'mushroom');
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}
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function update() {
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}
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -1,61 +0,0 @@
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<?php
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$title = "Sprite Sheet and Scale";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }, false, false);
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var timer = 0;
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var total = 0;
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function preload() {
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// 37x45 is the size of each frame
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// There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some
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// blank frames at the end, so we tell the loader how many to load
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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}
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function create() {
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releaseMummy();
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}
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function releaseMummy() {
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var mummy = game.add.sprite(-(Math.random() * 800), game.world.randomY, 'mummy');
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mummy.scale.setTo(2, 2);
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// If you prefer to work in degrees rather than radians then you can use Phaser.Sprite.angle
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// otherwise use Phaser.Sprite.rotation
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mummy.angle = game.rnd.angle();
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mummy.animations.add('walk');
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mummy.animations.play('walk', 50, true);
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game.add.tween(mummy).to({ x: game.width + (1600 + mummy.x) }, 20000, Phaser.Easing.Linear.None, true);
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total++;
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timer = game.time.now + 100;
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}
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function update() {
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if (total < 200 && game.time.now > timer)
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{
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releaseMummy();
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}
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}
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -1,64 +0,0 @@
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<?php
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$title = "Sprite Animation";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
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}
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var s;
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function create() {
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s = game.add.sprite(game.world.centerX, game.world.centerY, 'bot');
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// s.anchor.setTo(0.5, 0.5);
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s.scale.setTo(2, 2);
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s.animations.add('run');
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s.animations.play('run', 10, true);
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}
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function update() {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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s.x -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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s.x += 4;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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s.y -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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s.y += 4;
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}
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}
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function render() {
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game.debug.renderSpriteCorners(s, false, false);
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game.debug.renderSpriteInfo(s, 20, 32);
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}
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</script>
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<?php
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require('../foot.php');
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?>
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