Preparing for new release

This commit is contained in:
Richard Davey
2013-04-18 14:16:18 +01:00
parent 72a4809dd8
commit 6bb4c5e3fc
165 changed files with 37278 additions and 29038 deletions
+34
View File
@@ -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;
}
}
})();
+40
View File
@@ -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;
}
}
})();
+6 -7
View File
@@ -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));
}
}
})();
+7 -8
View File
@@ -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));
}
}
+2 -4
View File
@@ -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();
+3 -5
View File
@@ -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() {
+7 -8
View File
@@ -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.
+10 -11
View File
@@ -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));
}
}
+3 -5
View File
@@ -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);
}
}
+4 -6
View File
@@ -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)
{
+24
View File
@@ -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;
}
}
})();
+43
View File
@@ -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;
}
}
})();
+2 -3
View File
@@ -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
//
+3 -4
View File
@@ -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() {
+2 -3
View File
@@ -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
//
+3 -4
View File
@@ -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() {
+2 -3
View File
@@ -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
//
+7 -8
View File
@@ -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() {
+2 -3
View File
@@ -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
//
+3 -4
View File
@@ -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() {
+7 -8
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@@ -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;
}
}
+8 -9
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@@ -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;
}