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Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
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@@ -0,0 +1,115 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
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function preload() {
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// Enable scaling
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// game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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// game.stage.scale.maxWidth = 1500;
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// game.stage.scale.maxHeight = 1000;
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// game.stage.scale.startFullScreen();
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// game.stage.scale.refresh();
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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game.load.image('sky0','assets/skies/space2.png');
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game.load.image('sky1','assets/skies/cavern1.png');
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game.load.image('sky2','assets/skies/chrome.png');
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game.load.image('sky3','assets/skies/fire.png');
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game.load.image('sky4','assets/skies/fog.png');
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game.load.image('sky5','assets/skies/sky1.png');
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game.load.image('sky6','assets/skies/toxic.png');
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}
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var background;
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var button1;
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var button2;
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var button3;
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var button4;
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var button5;
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var button6;
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function create() {
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console.log('create!');
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background = game.add.sprite(0, 0, 'sky0');
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background.name = 'background';
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// Standard button (also used as our pointer tracker)
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button1 = game.add.button(100, 100, 'button', changeSky, this, 2, 1, 0);
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button1.name = 'sky1';
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button1.anchor.setTo(0.5, 0.5);
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// Rotated button
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button2 = game.add.button(330, 200, 'button', changeSky, this, 2, 1, 0);
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button2.name = 'sky2';
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button2.angle = 24;
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button2.anchor.setTo(0.5, 0.5);
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// Width scaled button
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button3 = game.add.button(100, 300, 'button', changeSky, this, 2, 1, 0);
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button3.name = 'sky3';
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button3.width = 300;
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button3.anchor.setTo(0, 0.5);
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// button3.angle = 0.1;
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// Scaled button
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button4 = game.add.button(300, 450, 'button', changeSky, this, 2, 1, 0);
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button4.name = 'sky4';
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button4.scale.setTo(2, 2);
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// Shrunk button
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button5 = game.add.button(100, 450, 'button', changeSky, this, 2, 1, 0);
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button5.name = 'sky5';
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button5.scale.setTo(0.5, 0.5);
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// Scaled and Rotated button
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button6 = game.add.button(570, 200, 'button', changeSky, this, 2, 1, 0); // anchor 0.5
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button6.name = 'sky6';
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button6.angle = 32;
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button6.scale.setTo(2, 2);
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button6.anchor.setTo(0.5, 0.5);
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// works regardless of world angle, parent angle or camera position
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// game.world.setBounds(0, 0, 2000, 2000);
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// game.world.angle = 10;
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// game.camera.x = 300;
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// Phaser.Canvas.setSmoothingEnabled(false);
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//game.input.onDown.add(gofull, this);
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}
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function gofull() {
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game.stage.scale.startFullScreen(false);
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}
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function changeSky (button) {
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background.loadTexture(button.name);
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}
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function render () {
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game.debug.renderSpriteCorners(button1, false, true);
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game.debug.renderSpriteCorners(button2, false, true);
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game.debug.renderSpriteCorners(button3, false, true);
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game.debug.renderSpriteCorners(button4, false, true);
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game.debug.renderSpriteCorners(button5, false, true);
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game.debug.renderSpriteCorners(button6, false, true);
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// game.debug.renderWorldTransformInfo(button1, 32, 132);
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// game.debug.renderText('sx: ' + button3.scale.x + ' sy: ' + button3.scale.y + ' w: ' + button3.width + ' cw: ' + button3._cache.width, 32, 20);
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// game.debug.renderText('ox: ' + game.stage.offset.x + ' oy: ' + game.stage.offset.y, 32, 20);
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// game.debug.renderPoint(button3.input._tempPoint);
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// game.debug.renderPoint(button6.input._tempPoint);
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game.debug.renderInputInfo(32, 32);
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}
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