mirror of
https://github.com/wassname/phaser.git
synced 2026-08-11 11:23:06 +08:00
Preparing for new release
This commit is contained in:
@@ -96,12 +96,48 @@
|
||||
<TypeScriptCompile Include="sprites\dynamic texture 1.ts" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="tweens\bounce.js">
|
||||
<DependentUpon>bounce.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="tweens\elastic.js">
|
||||
<DependentUpon>elastic.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="tweens\elastic.ts" />
|
||||
<TypeScriptCompile Include="tweens\bounce.ts" />
|
||||
<TypeScriptCompile Include="sprites\animate by framename.ts" />
|
||||
<TypeScriptCompile Include="geometry\rectangle.ts" />
|
||||
<TypeScriptCompile Include="geometry\rect vs rect.ts" />
|
||||
<TypeScriptCompile Include="geometry\circle.ts" />
|
||||
<Content Include="geometry\circle.js">
|
||||
<DependentUpon>circle.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="geometry\point.ts" />
|
||||
<TypeScriptCompile Include="geometry\line.ts" />
|
||||
<Content Include="geometry\line.js">
|
||||
<DependentUpon>line.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="geometry\point.js">
|
||||
<DependentUpon>point.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="geometry\rect vs rect.js">
|
||||
<DependentUpon>rect vs rect.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="geometry\rectangle.js">
|
||||
<DependentUpon>rectangle.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\animate by framename.js">
|
||||
<DependentUpon>animate by framename.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\dynamic texture 1.js">
|
||||
<DependentUpon>dynamic texture 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\dynamic texture 2.js">
|
||||
<DependentUpon>dynamic texture 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\rotation.js">
|
||||
<DependentUpon>rotation.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="sprites\rotation.ts" />
|
||||
<TypeScriptCompile Include="sprites\dynamic texture 2.ts" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
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||||
|
||||
@@ -1,7 +1,7 @@
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||||
{"frames": [
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||||
|
||||
{
|
||||
"filename": "running bot.swf/0000",
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||||
"filename": "run00",
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||||
"frame": {"x":34,"y":128,"w":56,"h":60},
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||||
"rotated": false,
|
||||
"trimmed": true,
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||||
@@ -9,7 +9,7 @@
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||||
"sourceSize": {"w":56,"h":64}
|
||||
},
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||||
{
|
||||
"filename": "running bot.swf/0001",
|
||||
"filename": "run01",
|
||||
"frame": {"x":54,"y":0,"w":56,"h":58},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -17,7 +17,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0002",
|
||||
"filename": "run02",
|
||||
"frame": {"x":54,"y":58,"w":56,"h":58},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -25,7 +25,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
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||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0003",
|
||||
"filename": "run03",
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||||
"frame": {"x":0,"y":192,"w":34,"h":64},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -33,7 +33,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0004",
|
||||
"filename": "run04",
|
||||
"frame": {"x":0,"y":64,"w":54,"h":64},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -41,7 +41,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0005",
|
||||
"filename": "run05",
|
||||
"frame": {"x":196,"y":0,"w":56,"h":58},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -49,7 +49,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0006",
|
||||
"filename": "run06",
|
||||
"frame": {"x":0,"y":0,"w":54,"h":64},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -57,7 +57,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0007",
|
||||
"filename": "run07",
|
||||
"frame": {"x":140,"y":0,"w":56,"h":58},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -65,7 +65,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0008",
|
||||
"filename": "run08",
|
||||
"frame": {"x":34,"y":188,"w":50,"h":60},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -73,7 +73,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0009",
|
||||
"filename": "run09",
|
||||
"frame": {"x":0,"y":128,"w":34,"h":64},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
@@ -81,7 +81,7 @@
|
||||
"sourceSize": {"w":56,"h":64}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0010",
|
||||
"filename": "run10",
|
||||
"frame": {"x":84,"y":188,"w":56,"h":58},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
|
||||
@@ -1,6 +1,6 @@
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||||
/// <reference path="../../Phaser/Game.ts" />
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||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(2240, 2240);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
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||||
@@ -12,10 +12,10 @@
|
||||
function create() {
|
||||
myGame.createSprite(0, 0, 'grid');
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||||
car = myGame.createSprite(400, 300, 'car');
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||||
myGame.camera.follow(car, Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
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||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam = myGame.createCamera(0, 0, 300, 300);
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||||
miniCam.follow(car, Camera.STYLE_TOPDOWN_TIGHT);
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||||
miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT);
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||||
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam.showBorder = true;
|
||||
miniCam.alpha = 0.7;
|
||||
@@ -25,13 +25,13 @@
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||||
car.velocity.y = 0;
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||||
car.angularVelocity = 0;
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||||
car.angularAcceleration = 0;
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||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
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||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -15,8 +15,8 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
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||||
var miniCam: Camera;
|
||||
var car: Phaser.Sprite;
|
||||
var miniCam: Phaser.Camera;
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||||
|
||||
function create() {
|
||||
|
||||
@@ -24,11 +24,11 @@
|
||||
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car, Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
miniCam = myGame.createCamera(0, 0, 300, 300);
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||||
miniCam.follow(car, Camera.STYLE_TOPDOWN_TIGHT);
|
||||
miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT);
|
||||
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam.showBorder = true;
|
||||
miniCam.alpha = 0.7;
|
||||
@@ -42,18 +42,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(1920, 1200);
|
||||
myGame.camera.setBounds(0, 0, 1920, 1200);
|
||||
@@ -17,14 +16,14 @@
|
||||
}
|
||||
function update() {
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.scroll.x -= 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.scroll.x += 4;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.scroll.y -= 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.scroll.y += 4;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -32,20 +31,20 @@
|
||||
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.scroll.x -= 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.scroll.x += 4;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.scroll.y -= 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.scroll.y += 4;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(3000, 3000);
|
||||
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
@@ -23,17 +22,17 @@
|
||||
function update() {
|
||||
myGame.camera.renderDebugInfo(16, 16);
|
||||
cam2.renderDebugInfo(200, 16);
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.x -= 4;
|
||||
cam2.x -= 2;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.x += 4;
|
||||
cam2.x += 2;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.y -= 4;
|
||||
cam2.y -= 2;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.y += 4;
|
||||
cam2.y += 2;
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -15,7 +14,7 @@
|
||||
|
||||
}
|
||||
|
||||
var cam2: Camera;
|
||||
var cam2: Phaser.Camera;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -40,23 +39,23 @@
|
||||
myGame.camera.renderDebugInfo(16, 16);
|
||||
cam2.renderDebugInfo(200, 16);
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.x -= 4;
|
||||
cam2.x -= 2;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.x += 4;
|
||||
cam2.x += 2;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.y -= 4;
|
||||
cam2.y -= 2;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.y += 4;
|
||||
cam2.y += 2;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(3000, 3000);
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/car.png');
|
||||
@@ -21,14 +20,14 @@
|
||||
}
|
||||
function update() {
|
||||
myGame.camera.renderDebugInfo(600, 32);
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.rotation -= 2;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.rotation += 2;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.scroll.y -= 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.scroll.y += 4;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -39,20 +38,20 @@
|
||||
|
||||
myGame.camera.renderDebugInfo(600, 32);
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.rotation -= 2;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.rotation += 2;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.scroll.y -= 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.scroll.y += 4;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(2240, 2240);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
@@ -15,15 +14,15 @@
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.camera.follow(car);
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam = myGame.createCamera(600, 32, 200, 200);
|
||||
miniCam.follow(car, Camera.STYLE_LOCKON);
|
||||
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam.showBorder = true;
|
||||
miniCam.scale.setTo(0.5, 0.5);
|
||||
bigCam = myGame.createCamera(32, 32, 200, 200);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.scale.setTo(2, 2);
|
||||
@@ -33,13 +32,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -16,9 +15,9 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var miniCam: Camera;
|
||||
var bigCam: Camera;
|
||||
var car: Phaser.Sprite;
|
||||
var miniCam: Phaser.Camera;
|
||||
var bigCam: Phaser.Camera;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -27,17 +26,17 @@
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car);
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
miniCam = myGame.createCamera(600, 32, 200, 200);
|
||||
miniCam.follow(car, Camera.STYLE_LOCKON);
|
||||
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam.showBorder = true;
|
||||
miniCam.scale.setTo(0.5, 0.5);
|
||||
|
||||
bigCam = myGame.createCamera(32, 32, 200, 200);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.scale.setTo(2, 2);
|
||||
@@ -51,18 +50,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(2240, 2240);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
@@ -15,16 +14,16 @@
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.camera.follow(car);
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam = myGame.createCamera(600, 32, 200, 200);
|
||||
miniCam.follow(car, Camera.STYLE_LOCKON);
|
||||
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam.showBorder = true;
|
||||
miniCam.scale.setTo(0.5, 0.5);
|
||||
miniCam.showShadow = true;
|
||||
bigCam = myGame.createCamera(32, 32, 200, 200);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.scale.setTo(2, 2);
|
||||
@@ -35,13 +34,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -16,9 +15,9 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var miniCam: Camera;
|
||||
var bigCam: Camera;
|
||||
var car: Phaser.Sprite;
|
||||
var miniCam: Phaser.Camera;
|
||||
var bigCam: Phaser.Camera;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -27,18 +26,18 @@
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car);
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
miniCam = myGame.createCamera(600, 32, 200, 200);
|
||||
miniCam.follow(car, Camera.STYLE_LOCKON);
|
||||
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
miniCam.showBorder = true;
|
||||
miniCam.scale.setTo(0.5, 0.5);
|
||||
miniCam.showShadow = true;
|
||||
|
||||
bigCam = myGame.createCamera(32, 32, 200, 200);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.scale.setTo(2, 2);
|
||||
@@ -53,18 +52,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(2240, 2240);
|
||||
myGame.loader.addImageFile('balls', 'assets/sprites/balls.png');
|
||||
@@ -16,7 +15,7 @@
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.camera.setTexture('balls');
|
||||
myGame.camera.follow(car);
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
//miniCam = myGame.createCamera(600, 32, 200, 200);
|
||||
//miniCam.follow(car, Camera.STYLE_LOCKON);
|
||||
@@ -34,13 +33,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -16,9 +15,9 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var miniCam: Camera;
|
||||
var bigCam: Camera;
|
||||
var car: Phaser.Sprite;
|
||||
var miniCam: Phaser.Camera;
|
||||
var bigCam: Phaser.Camera;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -28,7 +27,7 @@
|
||||
|
||||
myGame.camera.setTexture('balls');
|
||||
myGame.camera.follow(car);
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
//miniCam = myGame.createCamera(600, 32, 200, 200);
|
||||
@@ -52,18 +51,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png');
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
|
||||
@@ -18,13 +17,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
// Fade when the car hits the edges, a different colour per edge
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -14,7 +13,7 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -33,18 +32,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png');
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
|
||||
@@ -18,13 +17,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
// Flash when the car hits the edges, a different colour per edge
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -14,7 +13,7 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -33,18 +32,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(1920, 1920);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
@@ -24,13 +23,13 @@
|
||||
function update() {
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
melon.renderDebugInfo(200, 32);
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.focusOnXY(640, 640);
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.focusOnXY(1234, 800);
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.focusOnXY(50, 200);
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.focusOnXY(1700, 1700);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -17,7 +16,7 @@
|
||||
|
||||
}
|
||||
|
||||
var melon: Sprite;
|
||||
var melon: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -41,19 +40,19 @@
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
melon.renderDebugInfo(200, 32);
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.focusOnXY(640, 640);
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.focusOnXY(1234, 800);
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.focusOnXY(50, 200);
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.focusOnXY(1700, 1700);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(2240, 2240);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
@@ -14,7 +13,7 @@
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.camera.follow(car);
|
||||
// Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
}
|
||||
function update() {
|
||||
@@ -24,13 +23,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -16,7 +15,7 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -26,7 +25,7 @@
|
||||
|
||||
myGame.camera.follow(car);
|
||||
// Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
}
|
||||
@@ -41,18 +40,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(1920, 1920);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
@@ -21,13 +20,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -38,18 +37,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(2240, 2240);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
@@ -12,7 +11,7 @@
|
||||
function create() {
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.camera.follow(car, Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
}
|
||||
function update() {
|
||||
@@ -22,13 +21,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -16,7 +15,7 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -24,7 +23,7 @@
|
||||
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car, Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
}
|
||||
@@ -39,18 +38,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(3000, 3000);
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/car.png');
|
||||
@@ -27,17 +26,17 @@
|
||||
function update() {
|
||||
myGame.camera.renderDebugInfo(16, 16);
|
||||
cam2.renderDebugInfo(200, 16);
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.scroll.x -= 4;
|
||||
cam2.scroll.x -= 2;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.scroll.x += 4;
|
||||
cam2.scroll.x += 2;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.scroll.y -= 4;
|
||||
cam2.scroll.y -= 2;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.scroll.y += 4;
|
||||
cam2.scroll.y += 2;
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -17,7 +16,7 @@
|
||||
|
||||
}
|
||||
|
||||
var cam2: Camera;
|
||||
var cam2: Phaser.Camera;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -44,23 +43,23 @@
|
||||
myGame.camera.renderDebugInfo(16, 16);
|
||||
cam2.renderDebugInfo(200, 16);
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.scroll.x -= 4;
|
||||
cam2.scroll.x -= 2;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.scroll.x += 4;
|
||||
cam2.scroll.x += 2;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.scroll.y -= 4;
|
||||
cam2.scroll.y -= 2;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.scroll.y += 4;
|
||||
cam2.scroll.y += 2;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(1920, 1200);
|
||||
myGame.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg');
|
||||
@@ -24,14 +23,14 @@
|
||||
function update() {
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
melon.renderDebugInfo(200, 32);
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.scroll.x -= 1;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.scroll.x += 1;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.scroll.y -= 1;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.scroll.y += 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -17,7 +16,7 @@
|
||||
|
||||
}
|
||||
|
||||
var melon: Sprite;
|
||||
var melon: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -41,20 +40,20 @@
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
melon.renderDebugInfo(200, 32);
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.scroll.x -= 1;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.scroll.x += 1;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.scroll.y -= 1;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.scroll.y += 1;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('background', 'assets/pics/remember-me.jpg');
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
|
||||
@@ -18,13 +17,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
// Shake the camera when the car hits the edges, a different intensity per edge
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -14,7 +13,7 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -33,18 +32,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
|
||||
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
@@ -20,13 +19,13 @@
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200));
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200));
|
||||
}
|
||||
myGame.collide(car, melon, collides);
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -14,8 +13,8 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var melon: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
var melon: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -35,18 +34,18 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200));
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200));
|
||||
}
|
||||
|
||||
myGame.collide(car, melon, collides);
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('ball0', 'assets/sprites/yellow_ball.png');
|
||||
myGame.loader.addImageFile('ball1', 'assets/sprites/aqua_ball.png');
|
||||
@@ -19,7 +18,7 @@
|
||||
atari.immovable = true;
|
||||
balls = myGame.createGroup();
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var tempBall = new Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5));
|
||||
var tempBall = new Phaser.Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5));
|
||||
tempBall.velocity.y = 100 + Math.random() * 150;
|
||||
tempBall.elasticity = 0.9;
|
||||
balls.add(tempBall);
|
||||
@@ -27,9 +26,9 @@
|
||||
}
|
||||
function update() {
|
||||
atari.velocity.x = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
atari.velocity.x = -400;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
atari.velocity.x = 400;
|
||||
}
|
||||
balls.forEach(checkOffScreen, false);
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -19,8 +18,8 @@
|
||||
|
||||
}
|
||||
|
||||
var atari: Sprite;
|
||||
var balls: Group;
|
||||
var atari: Phaser.Sprite;
|
||||
var balls: Phaser.Group;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -31,7 +30,7 @@
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var tempBall: Sprite = new Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5));
|
||||
var tempBall: Phaser.Sprite = new Phaser.Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5));
|
||||
tempBall.velocity.y = 100 + Math.random() * 150;
|
||||
tempBall.elasticity = 0.9;
|
||||
balls.add(tempBall);
|
||||
@@ -43,11 +42,11 @@
|
||||
|
||||
atari.velocity.x = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
atari.velocity.x = -400;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
atari.velocity.x = 400;
|
||||
}
|
||||
@@ -58,7 +57,7 @@
|
||||
|
||||
}
|
||||
|
||||
function checkOffScreen(ball:Sprite) {
|
||||
function checkOffScreen(ball:Phaser.Sprite) {
|
||||
|
||||
if (ball.y < -32 || ball.y > myGame.stage.height || ball.x < 0 || ball.x > myGame.stage.width)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var circle;
|
||||
var floor;
|
||||
function create() {
|
||||
circle = myGame.createGeomSprite(200, 0);
|
||||
circle.createCircle(64);
|
||||
circle.acceleration.y = 100;
|
||||
circle.elasticity = 0.8;
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
}
|
||||
function update() {
|
||||
myGame.collide(circle, floor);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,30 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
|
||||
var circle: Phaser.GeomSprite;
|
||||
var floor: Phaser.GeomSprite;
|
||||
|
||||
function create() {
|
||||
|
||||
circle = myGame.createGeomSprite(200, 0);
|
||||
circle.createCircle(64);
|
||||
circle.acceleration.y = 100;
|
||||
circle.elasticity = 0.8;
|
||||
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
myGame.collide(circle, floor);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,27 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var line;
|
||||
function create() {
|
||||
line = myGame.createGeomSprite(200, 200);
|
||||
line.createLine(400, 400);
|
||||
}
|
||||
function update() {
|
||||
//box.velocity.x = 0;
|
||||
//box.velocity.y = 0;
|
||||
//box.angularVelocity = 0;
|
||||
//box.angularAcceleration = 0;
|
||||
//if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
//{
|
||||
// box.angularVelocity = -200;
|
||||
//}
|
||||
//else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
//{
|
||||
// box.angularVelocity = 200;
|
||||
//}
|
||||
//if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
//{
|
||||
// box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200));
|
||||
//}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,40 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
|
||||
var line: Phaser.GeomSprite;
|
||||
|
||||
function create() {
|
||||
|
||||
line = myGame.createGeomSprite(200, 200);
|
||||
|
||||
line.createLine(400, 400);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
//box.velocity.x = 0;
|
||||
//box.velocity.y = 0;
|
||||
//box.angularVelocity = 0;
|
||||
//box.angularAcceleration = 0;
|
||||
|
||||
//if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
//{
|
||||
// box.angularVelocity = -200;
|
||||
//}
|
||||
//else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
//{
|
||||
// box.angularVelocity = 200;
|
||||
//}
|
||||
|
||||
//if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
//{
|
||||
// box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200));
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,21 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var floor;
|
||||
function create() {
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var p = myGame.createGeomSprite(myGame.stage.randomX, Math.random() * 100);
|
||||
p.createPoint();
|
||||
p.fillColor = 'rgb(255,255,255)';
|
||||
p.acceleration.y = 100 + Math.random() * 100;
|
||||
p.elasticity = 0.8;
|
||||
}
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
}
|
||||
function update() {
|
||||
myGame.collide(myGame.world.group, floor);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,33 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
|
||||
var floor: Phaser.GeomSprite;
|
||||
|
||||
function create() {
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var p:Phaser.GeomSprite = myGame.createGeomSprite(myGame.stage.randomX, Math.random() * 100);
|
||||
p.createPoint();
|
||||
p.fillColor = 'rgb(255,255,255)';
|
||||
p.acceleration.y = 100 + Math.random() * 100;
|
||||
p.elasticity = 0.8;
|
||||
}
|
||||
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
myGame.collide(myGame.world.group, floor);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,18 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var box1;
|
||||
var box2;
|
||||
function create() {
|
||||
box2 = myGame.createGeomSprite(300, 300).createRectangle(128, 128);
|
||||
box1 = myGame.createGeomSprite(320, 100).createRectangle(64, 64);
|
||||
box1.velocity.y = 50;
|
||||
}
|
||||
function update() {
|
||||
if(box1.collide(box2) == true) {
|
||||
box1.fillColor = 'rgb(255,0,0)';
|
||||
} else {
|
||||
box1.fillColor = 'rgb(0,255,0)';
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,32 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
|
||||
var box1: Phaser.GeomSprite;
|
||||
var box2: Phaser.GeomSprite;
|
||||
|
||||
function create() {
|
||||
|
||||
box2 = myGame.createGeomSprite(300, 300).createRectangle(128, 128);
|
||||
box1 = myGame.createGeomSprite(320, 100).createRectangle(64, 64);
|
||||
|
||||
box1.velocity.y = 50;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (box1.collide(box2) == true)
|
||||
{
|
||||
box1.fillColor = 'rgb(255,0,0)';
|
||||
}
|
||||
else
|
||||
{
|
||||
box1.fillColor = 'rgb(0,255,0)';
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,23 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var box;
|
||||
function create() {
|
||||
box = myGame.createGeomSprite(200, 200);
|
||||
box.createRectangle(64, 64);
|
||||
}
|
||||
function update() {
|
||||
box.velocity.x = 0;
|
||||
box.velocity.y = 0;
|
||||
box.angularVelocity = 0;
|
||||
box.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
box.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
box.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200));
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,40 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
|
||||
var box: Phaser.GeomSprite;
|
||||
|
||||
function create() {
|
||||
|
||||
box = myGame.createGeomSprite(200, 200);
|
||||
|
||||
box.createRectangle(64, 64);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
box.velocity.x = 0;
|
||||
box.velocity.y = 0;
|
||||
box.angularVelocity = 0;
|
||||
box.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
box.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
box.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
box.velocity.copyFrom(myGame.motion.velocityFromAngle(box.angle, 200));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Group.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.world.setSize(1920, 1920);
|
||||
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
|
||||
@@ -28,13 +26,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Group.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -18,8 +16,8 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var melons: Group;
|
||||
var car: Phaser.Sprite;
|
||||
var melons: Phaser.Group;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -47,18 +45,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -1,14 +1,13 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
// Here we create a quite tiny game (320x240 in size)
|
||||
var myGame = new Game(this, 'game', 320, 240, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
|
||||
function init() {
|
||||
// This sets a limit on the up-scale
|
||||
myGame.stage.maxScaleX = 640;
|
||||
myGame.stage.maxScaleY = 480;
|
||||
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
|
||||
myGame.stage.scaleMode = StageScaleMode.SHOW_ALL;
|
||||
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
|
||||
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
@@ -20,14 +19,14 @@
|
||||
myGame.onRenderCallback = render;
|
||||
}
|
||||
function update() {
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.scroll.x -= 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.scroll.x += 4;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.scroll.y -= 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.scroll.y += 4;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
// Here we create a quite tiny game (320x240 in size)
|
||||
var myGame = new Game(this, 'game', 320, 240, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -12,7 +11,7 @@
|
||||
myGame.stage.maxScaleX = 640;
|
||||
myGame.stage.maxScaleY = 480;
|
||||
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
|
||||
myGame.stage.scaleMode = StageScaleMode.SHOW_ALL;
|
||||
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
|
||||
|
||||
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
|
||||
@@ -35,20 +34,20 @@
|
||||
|
||||
function update() {
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.scroll.x -= 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.scroll.x += 4;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.scroll.y -= 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.scroll.y += 4;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 840, 400, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 840, 400, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('track', 'assets/games/f1/track.png');
|
||||
myGame.loader.addImageFile('car', 'assets/games/f1/car1.png');
|
||||
@@ -16,22 +15,22 @@
|
||||
car.rotation = 180;
|
||||
car.maxVelocity.setTo(150, 150);
|
||||
bigCam = myGame.createCamera(640, 0, 100, 200);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.stage.width, myGame.stage.height);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.borderColor = 'rgb(0,0,0)';
|
||||
bigCam.scale.setTo(2, 2);
|
||||
}
|
||||
function update() {
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.rotation -= 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.rotation += 4;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 150));
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 150));
|
||||
} else {
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 60));
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 60));
|
||||
}
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 840, 400, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 840, 400, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -14,8 +13,8 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var bigCam: Camera;
|
||||
var car: Phaser.Sprite;
|
||||
var bigCam: Phaser.Camera;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -27,7 +26,7 @@
|
||||
car.maxVelocity.setTo(150, 150);
|
||||
|
||||
bigCam = myGame.createCamera(640, 0, 100, 200);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.stage.width, myGame.stage.height);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.borderColor = 'rgb(0,0,0)';
|
||||
@@ -37,22 +36,22 @@
|
||||
|
||||
function update() {
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.rotation -= 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.rotation += 4;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 150));
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 150));
|
||||
}
|
||||
else
|
||||
{
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 60));
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 60));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+11
-12
@@ -1,10 +1,9 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
// Let's test having 2 totally separate games embedded on the same page
|
||||
var myGame = new Game(this, 'game', 400, 400, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 400, 400, init, create, update);
|
||||
// They can share the same parent div, they'll just butt-up next to each other
|
||||
var myGame2 = new Game(this, 'game', 400, 400, init2, create2, update2);
|
||||
var myGame2 = new Phaser.Game(this, 'game', 400, 400, init2, create2, update2);
|
||||
function init() {
|
||||
myGame.world.setSize(3000, 3000);
|
||||
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
@@ -17,14 +16,14 @@
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
myGame.camera.scroll.x -= 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
myGame.camera.scroll.x += 4;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
myGame.camera.scroll.y += 4;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
myGame.camera.scroll.y -= 4;
|
||||
}
|
||||
}
|
||||
@@ -47,13 +46,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame2.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame2.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame2.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame2.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame2.input.keyboard.isDown(Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame2.math.velocityFromAngle(car.angle, 300));
|
||||
if(myGame2.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
}
|
||||
})();
|
||||
|
||||
+11
-12
@@ -1,13 +1,12 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
// Let's test having 2 totally separate games embedded on the same page
|
||||
var myGame = new Game(this, 'game', 400, 400, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 400, 400, init, create, update);
|
||||
|
||||
// They can share the same parent div, they'll just butt-up next to each other
|
||||
var myGame2 = new Game(this, 'game', 400, 400, init2, create2, update2);
|
||||
var myGame2 = new Phaser.Game(this, 'game', 400, 400, init2, create2, update2);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -32,20 +31,20 @@
|
||||
|
||||
function update() {
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
myGame.camera.scroll.x -= 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
myGame.camera.scroll.x += 4;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
myGame.camera.scroll.y += 4;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
myGame.camera.scroll.y -= 4;
|
||||
}
|
||||
@@ -86,18 +85,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame2.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame2.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame2.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame2.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame2.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame2.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.velocity.copyFrom(myGame2.math.velocityFromAngle(car.angle, 300));
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, null, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create);
|
||||
var emitter;
|
||||
function create() {
|
||||
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, null, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create);
|
||||
|
||||
var emitter: Emitter;
|
||||
var emitter: Phaser.Emitter;
|
||||
|
||||
function create() {
|
||||
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
var emitter;
|
||||
function init() {
|
||||
myGame.loader.addImageFile('jet', 'assets/sprites/jets.png');
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
var emitter: Emitter;
|
||||
var emitter: Phaser.Emitter;
|
||||
|
||||
function init() {
|
||||
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
var emitter1;
|
||||
var emitter2;
|
||||
var emitter3;
|
||||
|
||||
@@ -1,17 +1,15 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
var emitter1: Emitter;
|
||||
var emitter2: Emitter;
|
||||
var emitter3: Emitter;
|
||||
var emitter4: Emitter;
|
||||
var emitter5: Emitter;
|
||||
var emitter6: Emitter;
|
||||
var emitter1: Phaser.Emitter;
|
||||
var emitter2: Phaser.Emitter;
|
||||
var emitter3: Phaser.Emitter;
|
||||
var emitter4: Phaser.Emitter;
|
||||
var emitter5: Phaser.Emitter;
|
||||
var emitter6: Phaser.Emitter;
|
||||
|
||||
function init() {
|
||||
|
||||
|
||||
@@ -4,8 +4,8 @@ var __extends = this.__extends || function (d, b) {
|
||||
d.prototype = new __();
|
||||
};
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/Particle.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
|
||||
// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
|
||||
// but it still shows you how to use it properly from TypeScript, so it was worth making
|
||||
var customParticle = (function (_super) {
|
||||
@@ -22,9 +22,9 @@ var customParticle = (function (_super) {
|
||||
this.loadGraphic(game.math.getRandom(s));
|
||||
}
|
||||
return customParticle;
|
||||
})(Particle);
|
||||
})(Phaser.Particle);
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
var emitter;
|
||||
function init() {
|
||||
myGame.loader.addImageFile('carrot', 'assets/sprites/carrot.png');
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/Particle.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
|
||||
|
||||
// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
|
||||
// but it still shows you how to use it properly from TypeScript, so it was worth making
|
||||
class customParticle extends Particle {
|
||||
class customParticle extends Phaser.Particle {
|
||||
|
||||
constructor(game:Game) {
|
||||
constructor(game:Phaser.Game) {
|
||||
|
||||
super(game);
|
||||
|
||||
@@ -19,9 +19,9 @@ class customParticle extends Particle {
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
var emitter: Emitter;
|
||||
var emitter: Phaser.Emitter;
|
||||
|
||||
function init() {
|
||||
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
var leftEmitter;
|
||||
var rightEmitter;
|
||||
function init() {
|
||||
|
||||
@@ -1,13 +1,11 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Emitter.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
var leftEmitter: Emitter;
|
||||
var rightEmitter: Emitter;
|
||||
var leftEmitter: Phaser.Emitter;
|
||||
var rightEmitter: Phaser.Emitter;
|
||||
|
||||
function init() {
|
||||
|
||||
|
||||
+11113
-8752
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,34 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = myGame.createSprite(myGame.stage.width, 300, 'bot');
|
||||
// If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index
|
||||
// then you can use this format:
|
||||
bot.animations.add('run', [
|
||||
'run00',
|
||||
'run01',
|
||||
'run02',
|
||||
'run03',
|
||||
'run04',
|
||||
'run05',
|
||||
'run06',
|
||||
'run07',
|
||||
'run08',
|
||||
'run09',
|
||||
'run10'
|
||||
], 10, true, false);
|
||||
bot.animations.play('run');
|
||||
bot.velocity.x = -100;
|
||||
}
|
||||
function update() {
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = myGame.stage.width;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,40 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = myGame.createSprite(myGame.stage.width, 300, 'bot');
|
||||
|
||||
// If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index
|
||||
// then you can use this format:
|
||||
bot.animations.add('run', ['run00', 'run01', 'run02', 'run03', 'run04', 'run05', 'run06', 'run07', 'run08', 'run09', 'run10'], 10, true, false);
|
||||
|
||||
bot.animations.play('run');
|
||||
|
||||
bot.velocity.x = -100;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = myGame.stage.width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addSpriteSheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||||
//myGame.loader.addSpriteSheet('coin', 'assets/sprites/coin.png', 32, 32);
|
||||
@@ -21,13 +20,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200));
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200));
|
||||
}
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -15,7 +14,7 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -37,18 +36,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.velocity.copyFrom(myGame.math.velocityFromAngle(car.angle, 200));
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 200));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/DynamicTexture.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
|
||||
myGame.loader.load();
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/DynamicTexture.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -14,7 +12,7 @@
|
||||
|
||||
}
|
||||
|
||||
var wobblyBall: DynamicTexture;
|
||||
var wobblyBall: Phaser.DynamicTexture;
|
||||
|
||||
function create() {
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('slime', 'assets/sprites/slime.png');
|
||||
myGame.loader.addImageFile('eyes', 'assets/sprites/slimeeyes.png');
|
||||
@@ -31,16 +30,16 @@
|
||||
eyes.velocity.x = 0;
|
||||
eyes.velocity.y = 0;
|
||||
eyes.angularVelocity = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
slime.angularVelocity = -200;
|
||||
eyes.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
slime.angularVelocity = 200;
|
||||
eyes.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
slime.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200));
|
||||
eyes.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200));
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
slime.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
|
||||
eyes.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
|
||||
}
|
||||
}
|
||||
// This creates a simple sine-wave effect running through our DynamicTexture.
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -14,9 +13,9 @@
|
||||
|
||||
}
|
||||
|
||||
var slime: Sprite;
|
||||
var eyes: Sprite;
|
||||
var wobble: DynamicTexture;
|
||||
var slime: Phaser.Sprite;
|
||||
var eyes: Phaser.Sprite;
|
||||
var wobble: Phaser.DynamicTexture;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -50,21 +49,21 @@
|
||||
eyes.velocity.y = 0;
|
||||
eyes.angularVelocity = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
slime.angularVelocity = -200;
|
||||
eyes.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
slime.angularVelocity = 200;
|
||||
eyes.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
slime.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200));
|
||||
eyes.velocity.copyFrom(myGame.math.velocityFromAngle(slime.angle, 200));
|
||||
slime.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
|
||||
eyes.velocity.copyFrom(myGame.motion.velocityFromAngle(slime.angle, 200));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Group.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
|
||||
myGame.loader.load();
|
||||
@@ -35,7 +33,7 @@
|
||||
function update() {
|
||||
fps.textContent = 'Press Up to add more\n\nBunnies: ' + myGame.world.group.length + '\nFPS: ' + myGame.time.fps + ' (' + myGame.time.fpsMin + '-' + myGame.time.fpsMax + ')';
|
||||
myGame.world.group.forEach(checkWalls);
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
addBunnies(10);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Group.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -56,14 +54,14 @@
|
||||
|
||||
myGame.world.group.forEach(checkWalls);
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
addBunnies(10);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function checkWalls(bunny:Sprite) {
|
||||
function checkWalls(bunny:Phaser.Sprite) {
|
||||
|
||||
if (bunny.x > maxX)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var teddy;
|
||||
function create() {
|
||||
teddy = myGame.createSprite(0, 0, 'teddy');
|
||||
teddy.x = myGame.stage.centerX - teddy.width / 2;
|
||||
teddy.y = myGame.stage.centerY - teddy.height / 2;
|
||||
teddy.origin.setTo(-100, -100);
|
||||
}
|
||||
function update() {
|
||||
teddy.angularVelocity = 0;
|
||||
//car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
teddy.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
teddy.angularVelocity = 200;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,43 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var teddy: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
teddy = myGame.createSprite(0, 0, 'teddy');
|
||||
teddy.x = myGame.stage.centerX - teddy.width / 2;
|
||||
teddy.y = myGame.stage.centerY - teddy.height / 2;
|
||||
|
||||
teddy.origin.setTo(-100, -100);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
teddy.angularVelocity = 0;
|
||||
//car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
teddy.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
teddy.angularVelocity = 200;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Texture Atlas Method 2
|
||||
//
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -17,7 +16,7 @@
|
||||
|
||||
}
|
||||
|
||||
var bot: Sprite;
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Texture Atlas Method 3
|
||||
//
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -16,7 +15,7 @@
|
||||
|
||||
}
|
||||
|
||||
var bot: Sprite;
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Texture Atlas Method 4
|
||||
//
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -16,11 +15,11 @@
|
||||
|
||||
}
|
||||
|
||||
var chick: Sprite;
|
||||
var car: Sprite;
|
||||
var mech: Sprite;
|
||||
var robot: Sprite;
|
||||
var cop: Sprite;
|
||||
var chick: Phaser.Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
var mech: Phaser.Sprite;
|
||||
var robot: Phaser.Sprite;
|
||||
var cop: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Texture Atlas Method 1
|
||||
//
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -17,7 +16,7 @@
|
||||
|
||||
}
|
||||
|
||||
var bot: Sprite;
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png');
|
||||
myGame.loader.load();
|
||||
@@ -16,18 +15,18 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 200);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 200);
|
||||
// instant
|
||||
car.velocity.copyFrom(motion);
|
||||
// acceleration
|
||||
//car.acceleration.copyFrom(motion);
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
//car.velocity.y = 200;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -13,7 +12,7 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -30,18 +29,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 200);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 200);
|
||||
|
||||
// instant
|
||||
car.velocity.copyFrom(motion);
|
||||
@@ -49,7 +48,7 @@
|
||||
// acceleration
|
||||
//car.acceleration.copyFrom(motion);
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
//car.velocity.y = 200;
|
||||
}
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Tilemap.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Tiled JSON Test
|
||||
myGame.loader.addTextFile('jsontest', 'assets/maps/test.json');
|
||||
@@ -17,12 +15,12 @@
|
||||
var map;
|
||||
var bigCam;
|
||||
function create() {
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
bigCam = myGame.createCamera(30, 30, 200, 200);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.scale.setTo(1.5, 1.5);
|
||||
//map = myGame.createTilemap('jsontiles', 'jsontest', Tilemap.FORMAT_TILED_JSON);
|
||||
map = myGame.createTilemap('csvtiles', 'csvtest', Tilemap.FORMAT_CSV, 16, 16);
|
||||
map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, 16, 16);
|
||||
// for now like this, but change to auto soon
|
||||
myGame.world.setSize(map.widthInPixels, map.heightInPixels);
|
||||
console.log('world size', map.widthInPixels, map.heightInPixels);
|
||||
@@ -30,7 +28,7 @@
|
||||
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
car = myGame.createSprite(300, 100, 'car');
|
||||
myGame.camera.follow(car);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
myGame.onRenderCallback = render;
|
||||
}
|
||||
function update() {
|
||||
@@ -39,13 +37,13 @@
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
|
||||
var motion = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/Sprite.ts" />
|
||||
/// <reference path="../../Phaser/Tilemap.ts" />
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Game(this, 'game', 800, 600, init, create, update);
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
@@ -22,20 +20,20 @@
|
||||
|
||||
}
|
||||
|
||||
var car: Sprite;
|
||||
var map: Tilemap;
|
||||
var bigCam: Camera;
|
||||
var car: Phaser.Sprite;
|
||||
var map: Phaser.Tilemap;
|
||||
var bigCam: Phaser.Camera;
|
||||
|
||||
function create() {
|
||||
|
||||
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
|
||||
bigCam = myGame.createCamera(30, 30, 200, 200);
|
||||
bigCam.showBorder = true;
|
||||
bigCam.scale.setTo(1.5, 1.5);
|
||||
|
||||
//map = myGame.createTilemap('jsontiles', 'jsontest', Tilemap.FORMAT_TILED_JSON);
|
||||
map = myGame.createTilemap('csvtiles', 'csvtest', Tilemap.FORMAT_CSV, 16, 16);
|
||||
map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, 16, 16);
|
||||
|
||||
// for now like this, but change to auto soon
|
||||
myGame.world.setSize(map.widthInPixels, map.heightInPixels);
|
||||
@@ -47,7 +45,7 @@
|
||||
car = myGame.createSprite(300, 100, 'car');
|
||||
|
||||
myGame.camera.follow(car);
|
||||
bigCam.follow(car, Camera.STYLE_LOCKON);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
|
||||
myGame.onRenderCallback = render;
|
||||
|
||||
@@ -62,18 +60,18 @@
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Keyboard.UP))
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var atari;
|
||||
function create() {
|
||||
atari = myGame.createSprite(300, 0, 'atari');
|
||||
startBounceTween();
|
||||
}
|
||||
function startBounceTween() {
|
||||
atari.y = 0;
|
||||
var bounce = myGame.createTween(atari);
|
||||
bounce.to({
|
||||
y: 500
|
||||
}, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out);
|
||||
bounce.onComplete.add(startBounceTween, this);
|
||||
bounce.start();
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,36 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var atari: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
atari = myGame.createSprite(300, 0, 'atari');
|
||||
|
||||
startBounceTween();
|
||||
}
|
||||
|
||||
function startBounceTween() {
|
||||
|
||||
atari.y = 0;
|
||||
|
||||
var bounce: Phaser.Tween = myGame.createTween(atari);
|
||||
|
||||
bounce.to({ y: 500 }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out);
|
||||
bounce.onComplete.add(startBounceTween, this);
|
||||
bounce.start();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,15 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
var atari = myGame.createSprite(300, 0, 'atari');
|
||||
// Here is the short-hand way of creating a tween, by chaining the call to it:
|
||||
myGame.createTween(atari).to({
|
||||
y: 400
|
||||
}, 5000, Phaser.Easing.Elastic.Out, true);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,24 @@
|
||||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var atari = myGame.createSprite(300, 0, 'atari');
|
||||
|
||||
// Here is the short-hand way of creating a tween, by chaining the call to it:
|
||||
myGame.createTween(atari).to({ y: 400 }, 5000, Phaser.Easing.Elastic.Out, true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
Reference in New Issue
Block a user