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Second commit, all the basic examples added, and wip files moved
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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// You can fill the preloader with as many assets as your game requires
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// Here we are loading an image. The first parameter is the unique
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// string by which we'll identify the image later in our code.
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// The second parameter is the URL of the image (relative)
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game.load.image('einstein', 'assets/pics/ra_einstein.png');
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}
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function create() {
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// This creates a simple sprite that is using our loaded image and
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// displays it on-screen
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// and assign it to a variable
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var image = game.add.sprite(0, 0, 'einstein');
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//enables all kind of input actions on this image (click, etc)
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image.inputEnabled=true;
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image.events.onInputDown.add(listener,this);
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}
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function listener () {
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alert('clicked');
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}
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@@ -0,0 +1,24 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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// You can fill the preloader with as many assets as your game requires
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// Here we are loading an image. The first parameter is the unique
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// string by which we'll identify the image later in our code.
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// The second parameter is the URL of the image (relative)
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game.load.image('einstein', 'assets/pics/ra_einstein.png');
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}
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function create() {
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// This creates a simple sprite that is using our loaded image and
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// displays it on-screen
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// and assign it to a variable
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var image = game.add.sprite(0, 0, 'einstein');
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image.body.velocity.x=50;
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}
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@@ -0,0 +1,35 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create,update:update,render:render });
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function preload() {
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// You can fill the preloader with as many assets as your game requires
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// Here we are loading an image. The first parameter is the unique
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// string by which we'll identify the image later in our code.
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// The second parameter is the URL of the image (relative)
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game.load.image('cactuar', 'assets/pics/cactuar.png');
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}
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var image;
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function create() {
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// This creates a simple sprite that is using our loaded image and
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// displays it on-screen
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// and assign it to a variable
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image = game.add.sprite(0, 0, 'cactuar');
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}
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function update () {
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//magic formula to make an object follow the mouse
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game.physics.moveToPointer(image,300,game.input.activePointer);
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}
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function render () {
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//debug helper
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game.debug.renderInputInfo(32,32);
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}
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@@ -0,0 +1,22 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
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}
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function create() {
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// This sprite is using a texture atlas for all of its animation data
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var bot = game.add.sprite(200, 200, 'bot');
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// Here we add a new animation called 'run'
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// We haven't specified any frames because it's using every frame in the texture atlas
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bot.animations.add('run');
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// And this starts the animation playing by using its key ("run")
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// 15 is the frame rate (15fps)
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// true means it will loop when it finishes
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bot.animations.play('run', 15, true);
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}
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@@ -0,0 +1,11 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { create: create });
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function create() {
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var text = "- phaser -\n with a sprinkle of \n pixi dust.";
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var style = { font: "65px Arial", fill: "#ff0044", align: "center" };
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var t = game.add.text(game.world.centerX-300, 0, text, style);
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}
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