Added in a Group.sort demo, also updated the documentation and build files.

This commit is contained in:
photonstorm
2013-11-07 06:10:15 +00:00
parent 42cd8bd812
commit 3f99b691c9
157 changed files with 9098 additions and 1639 deletions
+4
View File
@@ -226,6 +226,10 @@
"file": "create+sprite+in+a+group.js",
"title": "create sprite in a group"
},
{
"file": "depth+sort.js",
"title": "depth sort"
},
{
"file": "display+order.js",
"title": "display order"
+65
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@@ -0,0 +1,65 @@
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+19
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<image source="ground_1x1.png" width="800" height="32"/>
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+79
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@@ -0,0 +1,79 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.tilemap('desert', 'assets/maps/burd.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
game.load.spritesheet('trees', 'assets/maps/walls_1x2.png', 32, 64);
}
var map;
var tileset;
var layer;
var sprite;
var group;
var oldY = 0;
var cursors;
function create() {
// Create our tilemap to walk around
map = game.add.tilemap('desert');
tileset = game.add.tileset('tiles');
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
// This group will hold the main player + all the tree sprites to depth sort against
group = game.add.group();
// The player
sprite = group.create(300, 200, 'phaser');
// Some trees
for (var i = 0; i < 50; i++)
{
var x = game.math.snapTo(game.world.randomX, 32);
var y = game.math.snapTo(game.world.randomY, 32);
group.create(x, y, 'trees', game.rnd.integerInRange(0, 8));
}
// Move it
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.left.isDown)
{
sprite.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 200;
}
if (cursors.up.isDown)
{
sprite.body.velocity.y = -200;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 200;
}
if (sprite.y !== oldY)
{
// Group.sort() is an expensive operation
// You really want to minimise how often it is called as much as possible.
// So this little check helps at least, but if you can do it even less than this.
group.sort();
oldY = sprite.y;
}
}
+31 -38
View File
@@ -1,48 +1,46 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
game.load.tilemap('desert', 'assets/maps/burd.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
game.load.spritesheet('trees', 'assets/maps/walls_1x2.png', 32, 64);
}
var map;
var tileset;
var layer;
var sprite;
var group;
var oldY = 0;
var cursors;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// sprite = game.add.sprite(32, 200, 'phaser');
// sprite.name = 'phaser-dude';
// Create our tilemap to walk around
map = game.add.tilemap('desert');
tileset = game.add.tileset('tiles');
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
// This group will hold the main player + all the tree sprites to depth sort against
group = game.add.group();
// The player
sprite = group.create(300, 200, 'phaser');
sprite.name = 'phaser-dude';
var names = [ 'cherries', 'orange', 'swede', 'apple', 'pepper', 'dick', 'carrot', 'cucum', 'strawb', 'broc', 'pineapl', 'melon', 'white', 'spud', 'banana', 'lettuce'];
for (var i = 0; i < names.length - 1; i++)
// Some trees
for (var i = 0; i < 50; i++)
{
// var c = group.create(game.world.randomX, game.world.randomY, 'veggies', game.rnd.integerInRange(0, 36));
var c = group.create(game.world.randomX, game.world.randomY, 'veggies', i);
c.name = names[i];
var x = game.math.snapTo(game.world.randomX, 32);
var y = game.math.snapTo(game.world.randomY, 32);
group.create(x, y, 'trees', game.rnd.integerInRange(0, 8));
}
game.input.onUp.add(sortGroup, this);
game.input.keyboard.addKeyCapture([ Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP, Phaser.Keyboard.DOWN ]);
}
function sortGroup () {
console.log('%c ', 'background: #efefef');
// group.dump(true);
group.sort();
// group.dump(true);
// Move it
cursors = game.input.keyboard.createCursorKeys();
}
@@ -51,36 +49,31 @@ function update() {
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
if (cursors.left.isDown)
{
sprite.body.velocity.x = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 200;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
if (cursors.up.isDown)
{
sprite.body.velocity.y = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 200;
}
if (sprite.y !== oldY)
{
// console.log('sorted');
// group.sort();
// oldY = sprite.y;
// Group.sort() is an expensive operation
// You really want to minimise how often it is called as much as possible.
// So this little check helps at least, but if you can do it even less than this.
group.sort();
oldY = sprite.y;
}
}
function render() {
game.debug.renderText(sprite.y, 32, 32);
// game.debug.renderInputInfo(32, 32);
}