Lots of new examples and updates.

This commit is contained in:
photonstorm
2013-10-09 04:31:08 +01:00
parent 1c577d3674
commit 83a00862be
42 changed files with 829 additions and 280 deletions
@@ -0,0 +1,41 @@
<?php
$title = "Accelerate to the Active Pointer";
require('../head.php');
?>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('arrow', 'assets/sprites/arrow.png');
}
var sprite;
function create() {
game.stage.backgroundColor = '#0072bc';
sprite = game.add.sprite(400, 300, 'arrow');
sprite.anchor.setTo(0.5, 0.5);
}
function update() {
sprite.rotation = game.physics.accelerateToPointer(sprite, this.game.input.activePointer, 500, 500, 500);
}
function render() {
game.debug.renderSpriteInfo(sprite, 32, 32);
}
</script>
<?php
require('../foot.php');
?>
+51
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@@ -0,0 +1,51 @@
<?php
$title = "Angle between two Sprites";
require('../head.php');
?>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('arrow', 'assets/sprites/longarrow.png');
game.load.image('ball', 'assets/sprites/pangball.png');
}
var arrow;
var target;
function create() {
game.stage.backgroundColor = '#0072bc';
arrow = game.add.sprite(200, 250, 'arrow');
arrow.anchor.setTo(0.1, 0.5);
target = game.add.sprite(600, 400, 'ball');
target.anchor.setTo(0.5, 0.5);
target.inputEnabled = true;
target.input.enableDrag(true);
}
function update() {
arrow.rotation = game.physics.angleBetween(arrow, target);
}
function render() {
game.debug.renderText("Drag the ball", 32, 32);
game.debug.renderSpriteInfo(arrow, 32, 100);
}
</script>
<?php
require('../foot.php');
?>
+1 -1
View File
@@ -26,7 +26,7 @@
// This will update the sprite.rotation so that it points to the currently active pointer
// On a Desktop that is the mouse, on mobile the most recent finger press.
sprite.rotation = game.physics.angleBetweenPointer(sprite);
sprite.rotation = game.physics.angleToPointer(sprite);
}
+5 -11
View File
@@ -5,7 +5,7 @@
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('arrow', 'assets/sprites/longarrow.png');
@@ -39,16 +39,10 @@
// This will update the sprite.rotation so that it points to the currently active pointer
// On a Desktop that is the mouse, on mobile the most recent finger press.
sprite1.rotation = game.physics.angleBetweenPointer(sprite1);
sprite2.rotation = game.physics.angleBetweenPointer(sprite2);
sprite3.rotation = game.physics.angleBetweenPointer(sprite3);
sprite4.rotation = game.physics.angleBetweenPointer(sprite4);
}
function render() {
// game.debug.renderSpriteInfo(sprite1, 32, 32);
sprite1.rotation = game.physics.angleToPointer(sprite1);
sprite2.rotation = game.physics.angleToPointer(sprite2);
sprite3.rotation = game.physics.angleToPointer(sprite3);
sprite4.rotation = game.physics.angleToPointer(sprite4);
}
@@ -1,5 +1,5 @@
<?php
$title = "Shoot at the Mouse";
$title = "Shoot the Pointer";
require('../head.php');
?>
@@ -8,8 +8,10 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('arrow', 'assets/sprites/arrow.png');
game.load.image('bullet', 'assets/sprites/purple_ball.png');
}
var sprite;
@@ -35,7 +37,7 @@
function update() {
sprite.rotation = game.physics.angleBetweenPointer(sprite);
sprite.rotation = game.physics.angleToPointer(sprite);
if (game.input.activePointer.isDown)
{
@@ -54,8 +56,7 @@
bullet.reset(sprite.x, sprite.y);
bullet.rotation = game.physics.moveTowardsPointer(bullet, 300);
bullet.rotation = game.physics.moveToPointer(bullet, 300);
}
}
@@ -63,9 +64,7 @@
function render() {
game.debug.renderText('Active Bullets: ' + bullets.countLiving() + ' / ' + bullets.total, 32, 32);
game.debug.renderSpriteInfo(sprite, 32, 450);
game.debug.renderSpriteCorners(sprite);
}