Fixed lots of examples and added the missing Line.js.

This commit is contained in:
photonstorm
2014-01-31 14:12:20 +00:00
parent 26f2b2a931
commit 5e182d317b
14 changed files with 147 additions and 100 deletions
+5 -10
View File
@@ -25,8 +25,8 @@ var s;
function create() {
// We do this so the ball can still rebound with the world bounds, but it will look like it has gone off the bottom of the screen
game.world.height = 620;
// This tells the world to include walls on the left, right and top, but not the bottom - so the ball can 'fall' away.
game.physics.setBoundsToWorld(true, true, true, false);
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
@@ -54,6 +54,7 @@ function create() {
ball.body.collideWorldBounds = true;
ball.body.bounce.setTo(1, 1);
ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
ball.events.onOutOfBounds.add(ballLost, this);
scoreText = game.add.text(32, 550, 'score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" });
livesText = game.add.text(680, 550, 'lives: 3', { font: "20px Arial", fill: "#ffffff", align: "left" });
@@ -90,12 +91,6 @@ function update () {
game.physics.collide(ball, bricks, ballHitBrick, null, this);
}
// Out?
if (ball.y > 600 && ballOnPaddle == false)
{
ballLost();
}
}
function releaseBall () {
@@ -115,7 +110,7 @@ function ballLost () {
lives--;
if (lives == 0)
if (lives === 0)
{
gameOver();
}
@@ -123,9 +118,9 @@ function ballLost () {
{
livesText.content = 'lives: ' + lives;
ballOnPaddle = true;
ball.body.velocity.setTo(0, 0);
ball.x = paddle.x + 16;
ball.y = paddle.y - 16;
ball.body.reset();
ball.animations.stop();
}
+7 -7
View File
@@ -28,7 +28,7 @@ var lives;
var enemyBullet;
var firingTimer = 0;
var stateText;
var livingEnemies=[];
var livingEnemies = [];
function create() {
@@ -106,10 +106,10 @@ function createAliens () {
aliens.y = 50;
// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// When the tween completes it calls descend, before looping again
tween.onComplete.add(descend, this);
// tween.onComplete.add(descend, this);
}
function setupInvader (invader) {
@@ -155,8 +155,8 @@ function update() {
}
// Run collision
game.physics.collide(bullets, aliens, collisionHandler, null, this);
game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
// game.physics.collide(bullets, aliens, collisionHandler, null, this);
// game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
}
@@ -167,8 +167,8 @@ function collisionHandler (bullet, alien) {
alien.kill();
// Increase the score
score+=20;
scoreText.content=scoreString+score;
score += 20;
scoreText.content = scoreString + score;
// And create an explosion :)
var explosion = explosions.getFirstDead();