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Updating examples with new runner and menu system.
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var state = new Phaser.State();
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state.preload = function() {
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console.log('state preload called', this);
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// When an instance of Phaser.State is added to Phaser.Game it becomes bound to that game
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// which opens up lots of handy short-cuts to helpers and libs, such as this.math, this.load, this.cache, etc
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this.load.image('cockpit', 'assets/pics/cockpit.png');
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this.load.image('rememberMe', 'assets/pics/remember-me.jpg');
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this.load.image('overdose', 'assets/pics/lance-overdose-loader_eye.png');
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this.load.text('copyright', 'assets/warning - copyright.txt');
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}
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state.create = function() {
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console.log('state create called');
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// Let's try adding an image to the DOM
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document.body.appendChild(this.cache.getImage('overdose'));
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// And some text
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var para = document.createElement('pre');
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para.innerHTML = this.cache.getText('copyright');
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document.body.appendChild(para);
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}
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// In this approach we're using a Phaser.State object and switching to it
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// This gives us the advantage that from within state functions you can access 'this' and most the properties of Phaser.Game
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var game = new Phaser.Game(800, 600, Phaser.RENDERER_AUTO, '', state);
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})();
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</script>
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</body>
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</html>
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