mirror of
https://github.com/wassname/phaser.git
synced 2026-09-12 12:40:47 +08:00
Merge branch 'photonstorm/097'
This commit is contained in:
@@ -56,6 +56,14 @@
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<TypeScriptCompile Include="cameras\basic camera 1.ts" />
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<TypeScriptCompile Include="buttons\basic button.ts" />
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<TypeScriptCompile Include="buttons\basic button 2.ts" />
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<TypeScriptCompile Include="audio\play sound 1.ts" />
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<TypeScriptCompile Include="audio\audio sprites 1.ts" />
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<Content Include="audio\audio sprites 1.js">
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<DependentUpon>audio sprites 1.ts</DependentUpon>
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</Content>
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<Content Include="audio\play sound 1.js">
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<DependentUpon>play sound 1.ts</DependentUpon>
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</Content>
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<Content Include="buttons\basic button 2.js">
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<DependentUpon>basic button 2.ts</DependentUpon>
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</Content>
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@@ -0,0 +1,44 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/sound/SoundManager.ts" />
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/// <reference path="../../Phaser/sound/Sound.ts" />
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//var PhaserGlobal = { disableWebAudio: true };
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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function init() {
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game.load.audio('rabbit', [
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'assets/mp3/peter_rabbit.m4a',
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'assets/mp3/peter_rabbit.mp3',
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'assets/mp3/peter_rabbit.ogg'
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]);
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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game.load.start();
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}
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audioSprite:
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Phaser.Sound
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button:
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Phaser.Button
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pause:
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Phaser.Button
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function create() {
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this.audioSprite = game.add.audio('rabbit');
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this.audioSprite.addMarker('title', 3.00, 5.00, 1, true);
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this.audioSprite.addMarker('help', 6.00, 12.00);
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this.audioSprite.addMarker('intro', 14.00, 19.00);
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this.audioSprite.addMarker('peter', 20.00, 21.50);
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this.button = game.add.button(game.stage.centerX, 400, 'button', playMusic, this, 2, 1, 0);
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//this.pause = game.add.button(200, 200, 'button', togglePause, this, 2, 1, 0);
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}
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function playMusic() {
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this.audioSprite.play('help');
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}
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function render() {
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this.audioSprite.renderDebug(32, 32);
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}
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function togglePause() {
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if(this.music.paused) {
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this.music.resume();
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} else {
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this.music.pause();
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}
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}
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})();
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@@ -0,0 +1,58 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/sound/SoundManager.ts" />
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/// <reference path="../../Phaser/sound/Sound.ts" />
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//var PhaserGlobal = { disableWebAudio: true };
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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function init() {
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game.load.audio('rabbit', ['assets/mp3/peter_rabbit.m4a', 'assets/mp3/peter_rabbit.mp3', 'assets/mp3/peter_rabbit.ogg']);
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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game.load.start();
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}
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audioSprite: Phaser.Sound;
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button: Phaser.Button;
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pause: Phaser.Button;
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function create() {
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this.audioSprite = game.add.audio('rabbit');
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this.audioSprite.addMarker('title', 3.00, 5.00, 1, true);
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this.audioSprite.addMarker('help', 6.00, 12.00);
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this.audioSprite.addMarker('intro', 14.00, 19.00);
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this.audioSprite.addMarker('peter', 20.00, 21.50);
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this.button = game.add.button(game.stage.centerX, 400, 'button', playMusic, this, 2, 1, 0);
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//this.pause = game.add.button(200, 200, 'button', togglePause, this, 2, 1, 0);
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}
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function playMusic() {
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this.audioSprite.play('help');
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}
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function render() {
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this.audioSprite.renderDebug(32, 32);
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}
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function togglePause() {
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if (this.music.paused)
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{
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this.music.resume();
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}
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else
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{
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this.music.pause();
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}
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}
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})();
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@@ -0,0 +1,55 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/sound/SoundManager.ts" />
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/// <reference path="../../Phaser/sound/Sound.ts" />
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//var PhaserGlobal = { fakeiOSTouchLock: true, disableWebAudio: true };
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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function init() {
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//game.load.audio('wizball', ['assets/mp3/oedipus_wizball_highscore.ogg', 'assets/mp3/oedipus_wizball_highscore.mp3']);
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game.load.audio('boden', [
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'assets/mp3/bodenstaendig_2000_in_rock_4bit.mp3'
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]);
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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game.load.start();
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}
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button:
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Phaser.Button
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music:
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Phaser.Sound
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volumeUp:
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Phaser.Button
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volumeDown:
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Phaser.Button
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pause:
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Phaser.Button
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function create() {
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this.music = game.add.audio('boden');
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this.button = game.add.button(game.stage.centerX, 400, 'button', playMusic, this, 2, 1, 0);
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//this.volumeUp = game.add.button(0, 0, 'button', volUp, this, 2, 1, 0);
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//this.volumeDown = game.add.button(700, 0, 'button', volDown, this, 2, 1, 0);
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//this.pause = game.add.button(200, 200, 'button', togglePause, this, 2, 1, 0);
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}
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function render() {
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this.music.renderDebug(0, 300);
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}
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function togglePause() {
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if(this.music.paused) {
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this.music.resume();
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} else {
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this.music.pause();
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}
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}
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function volUp() {
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//game.sound.volume += 0.1;
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this.music.volume += 0.1;
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console.log('vol up', game.sound.volume);
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}
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function volDown() {
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//game.sound.volume -= 0.1;
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this.music.volume -= 0.1;
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console.log('vol down', game.sound.volume);
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}
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function playMusic() {
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this.music.play();
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}
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})();
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@@ -0,0 +1,70 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/sound/SoundManager.ts" />
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/// <reference path="../../Phaser/sound/Sound.ts" />
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//var PhaserGlobal = { fakeiOSTouchLock: true, disableWebAudio: true };
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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function init() {
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//game.load.audio('wizball', ['assets/mp3/oedipus_wizball_highscore.ogg', 'assets/mp3/oedipus_wizball_highscore.mp3']);
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game.load.audio('boden', ['assets/mp3/bodenstaendig_2000_in_rock_4bit.mp3']);
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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game.load.start();
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}
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button: Phaser.Button;
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music: Phaser.Sound;
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volumeUp: Phaser.Button;
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volumeDown: Phaser.Button;
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pause: Phaser.Button;
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function create() {
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this.music = game.add.audio('boden');
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this.button = game.add.button(game.stage.centerX, 400, 'button', playMusic, this, 2, 1, 0);
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//this.volumeUp = game.add.button(0, 0, 'button', volUp, this, 2, 1, 0);
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//this.volumeDown = game.add.button(700, 0, 'button', volDown, this, 2, 1, 0);
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//this.pause = game.add.button(200, 200, 'button', togglePause, this, 2, 1, 0);
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}
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function render() {
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this.music.renderDebug(0, 300);
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}
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function togglePause() {
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if (this.music.paused)
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{
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this.music.resume();
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}
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else
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{
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this.music.pause();
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}
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}
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function volUp() {
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//game.sound.volume += 0.1;
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this.music.volume += 0.1;
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console.log('vol up', game.sound.volume);
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}
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function volDown() {
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//game.sound.volume -= 0.1;
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this.music.volume -= 0.1;
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console.log('vol down', game.sound.volume);
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}
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function playMusic() {
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this.music.play();
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}
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})();
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+763
-193
File diff suppressed because it is too large
Load Diff
@@ -16,15 +16,26 @@
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atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
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//atari.rotation = 10;
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//atari.body.transform.setRotation(1);
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atari.body.angle = 1;
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//atari.body.angle = 1;
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atari.body.setTransform(atari.body.position, 1);
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atari.body.syncTransform();
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// atari = 220px width (110 = center x)
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// ball = 32px width (16 = center x)
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// Ball will be a dynamic body and fall based on gravity
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ball = game.add.physicsSprite(300 - 20, 0, 'ball');
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ball.body.angle = 1;
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//ball.body.angle = 1;
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//ball.body.transform.setRotation(1);
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//ball.body.fixedRotation = true;
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}
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// limit the velocity or things can go nuts
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ball.body.linearDamping = 0.5;
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ball.body.angularDamping = 0.5;
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// when the ball bounces out of the game world, call the resetBall function
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ball.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
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ball.events.onOutOfBounds.add(resetBall, this);
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||||
}
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||||
function resetBall() {
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ball.body.setPosition(300, 0);
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}
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function render() {
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Phaser.DebugUtils.renderPhysicsBodyInfo(atari.body, 32, 32);
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Phaser.DebugUtils.renderPhysicsBodyInfo(ball.body, 320, 32);
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||||
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@@ -25,17 +25,31 @@
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atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
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||||
//atari.rotation = 10;
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||||
//atari.body.transform.setRotation(1);
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||||
atari.body.angle = 1;
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||||
//atari.body.angle = 1;
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||||
atari.body.setTransform(atari.body.position, 1);
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||||
atari.body.syncTransform();
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||||
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||||
// atari = 220px width (110 = center x)
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||||
// ball = 32px width (16 = center x)
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||||
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||||
// Ball will be a dynamic body and fall based on gravity
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ball = game.add.physicsSprite(300-20, 0, 'ball');
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||||
ball.body.angle = 1;
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||||
//ball.body.angle = 1;
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||||
//ball.body.transform.setRotation(1);
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||||
//ball.body.fixedRotation = true;
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||||
|
||||
// limit the velocity or things can go nuts
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||||
ball.body.linearDamping = 0.5;
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||||
ball.body.angularDamping = 0.5;
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||||
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||||
// when the ball bounces out of the game world, call the resetBall function
|
||||
ball.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
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||||
ball.events.onOutOfBounds.add(resetBall, this);
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||||
|
||||
}
|
||||
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||||
function resetBall() {
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||||
ball.body.setPosition(300, 0);
|
||||
}
|
||||
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||||
function render() {
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||||
|
||||
@@ -6,10 +6,10 @@
|
||||
game.load.image('bunny', 'assets/sprites/bunny.png');
|
||||
game.load.start();
|
||||
}
|
||||
var bunny;
|
||||
function create() {
|
||||
// Here we'll assign the new sprite to the local smallBunny variable
|
||||
bunny = game.add.sprite(0, 0, 'bunny');
|
||||
// Here we'll assign the new sprite to the local bunny variable
|
||||
var bunny = game.add.sprite(0, 0, 'bunny');
|
||||
// And this sets the alpha of the sprite to 0.5, which is 50% opaque
|
||||
bunny.alpha = 0.5;
|
||||
}
|
||||
})();
|
||||
|
||||
Reference in New Issue
Block a user