mirror of
https://github.com/wassname/phaser.git
synced 2026-08-09 12:20:34 +08:00
Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
This commit is contained in:
@@ -0,0 +1,87 @@
|
||||
|
||||
var config = {
|
||||
|
||||
width: "100%",
|
||||
height: "100%",
|
||||
renderer: Phaser.WEBGL,
|
||||
parent: 'phaser-example',
|
||||
state: { preload: preload, create: create, update: update },
|
||||
backgroundColor: '#ff0000'
|
||||
|
||||
};
|
||||
|
||||
var game = new Phaser.Game(config);
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('spin1', 'assets/sprites/spinObj_01.png');
|
||||
game.load.image('spin2', 'assets/sprites/spinObj_02.png');
|
||||
game.load.image('spin3', 'assets/sprites/spinObj_03.png');
|
||||
game.load.image('spin4', 'assets/sprites/spinObj_04.png');
|
||||
game.load.image('spin5', 'assets/sprites/spinObj_05.png');
|
||||
game.load.image('spin6', 'assets/sprites/spinObj_06.png');
|
||||
game.load.image('spin7', 'assets/sprites/spinObj_07.png');
|
||||
game.load.image('spin8', 'assets/sprites/spinObj_08.png');
|
||||
|
||||
}
|
||||
|
||||
var renderTexture;
|
||||
var renderTexture2;
|
||||
var currentTexture;
|
||||
var outputSprite;
|
||||
var stuffContainer;
|
||||
var count = 0;
|
||||
|
||||
function create() {
|
||||
|
||||
// create two render textures.. these dynamic textures will be used to draw the scene into itself
|
||||
renderTexture = game.add.renderTexture('texture1', game.width, game.height);
|
||||
renderTexture2 = game.add.renderTexture('textur2e', game.width, game.height);
|
||||
currentTexture = renderTexture;
|
||||
|
||||
// create a new sprite that uses the render texture we created above
|
||||
outputSprite = game.add.sprite(game.width/2, game.height/2, currentTexture);
|
||||
|
||||
// align the sprite
|
||||
outputSprite.anchor.x = 0.5;
|
||||
outputSprite.anchor.y = 0.5;
|
||||
|
||||
stuffContainer = game.add.group();
|
||||
stuffContainer.x = game.width/2;
|
||||
stuffContainer.y = game.height/2;
|
||||
|
||||
// now create some items and randomly position them in the stuff container
|
||||
for (var i = 0; i < 20; i++)
|
||||
{
|
||||
var item = stuffContainer.create(Math.random() * 400 - 200, Math.random() * 400 - 200, game.rnd.pick(game.cache.getImageKeys()));
|
||||
item.anchor.setTo(0.5, 0.5);
|
||||
}
|
||||
|
||||
// used for spinning!
|
||||
count = 0;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
stuffContainer.addAll('rotation', 0.1);
|
||||
|
||||
count += 0.01;
|
||||
|
||||
// swap the buffers..
|
||||
var temp = renderTexture;
|
||||
renderTexture = renderTexture2;
|
||||
renderTexture2 = temp;
|
||||
|
||||
// set the new texture
|
||||
outputSprite.setTexture(renderTexture);
|
||||
|
||||
// twist this up!
|
||||
stuffContainer.rotation -= 0.01
|
||||
outputSprite.scale.x = outputSprite.scale.y = 1 + Math.sin(count) * 0.2;
|
||||
|
||||
// render the stage to the texture
|
||||
// the true clears the texture before content is rendered
|
||||
renderTexture2.renderXY(game.stage.display, 0, 0, true);
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user