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https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow!
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('maggot', 'assets/sprites/maggot.png');
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}
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var batch;
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var dudeBoundsPadding = 100;
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var dudeBounds = new Phaser.Rectangle(-dudeBoundsPadding, -dudeBoundsPadding, 800 + dudeBoundsPadding * 2, 600 + dudeBoundsPadding * 2);
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var tick = 0;
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function create() {
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batch = game.add.spriteBatch();
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var total = (game.renderType === Phaser.WEBGL) ? 10000 : 100;
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for (var i = 0; i < total; i++)
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{
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var dude = batch.create(game.world.randomX, game.world.randomY, 'maggot');
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dude.anchor.set(0.5);
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dude.scale.set(0.8 + Math.random() * 0.3);
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dude.direction = Math.random() * Math.PI * 2;
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dude.turningSpeed = Math.random() - 0.8;
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dude.speed = (2 + Math.random() * 2) * 0.2;
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dude.offset = Math.random() * 100;
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}
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}
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function update() {
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batch.forEach(updateMaggot, this, false);
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tick += 0.1;
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}
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function updateMaggot(dude) {
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dude.scale.y = 0.95 + Math.sin(tick + dude.offset) * 0.05
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dude.direction += dude.turningSpeed * 0.01;
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dude.position.x += Math.sin(dude.direction) * (dude.speed * dude.scale.y);
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dude.position.y += Math.cos(dude.direction) * (dude.speed * dude.scale.y);
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dude.rotation = -dude.direction + Math.PI;
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// wrap the dudes by testing their bounds..
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if (dude.position.x < dudeBounds.x)
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dude.position.x += dudeBounds.width;
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else if (dude.position.x > dudeBounds.x + dudeBounds.width)
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dude.position.x -= dudeBounds.width;
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if (dude.position.y < dudeBounds.y)
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dude.position.y += dudeBounds.height;
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else if (dude.position.y > dudeBounds.y + dudeBounds.height)
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dude.position.y -= dudeBounds.height;
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}
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