mirror of
https://github.com/wassname/phaser.git
synced 2026-07-08 00:10:32 +08:00
Updating and fixing tests
This commit is contained in:
+97
-12
@@ -74,10 +74,27 @@
|
||||
<Content Include="buttons\rotated buttons.js">
|
||||
<DependentUpon>rotated buttons.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="camera fx\fade.ts" />
|
||||
<Content Include="camera fx\fade.js">
|
||||
<DependentUpon>fade.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="camera fx\scanlines.ts" />
|
||||
<Content Include="camera fx\scanlines.js">
|
||||
<DependentUpon>scanlines.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="cameras\basic camera 1.js">
|
||||
<DependentUpon>basic camera 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="cameras\scrollfactor 1.ts" />
|
||||
<Content Include="cameras\basic follow.ts" />
|
||||
<Content Include="cameras\camera fx 1.ts" />
|
||||
<Content Include="cameras\camera fx 2.ts" />
|
||||
<Content Include="cameras\camera fx 3.ts" />
|
||||
<Content Include="cameras\camera scale.ts" />
|
||||
<Content Include="cameras\camera texture.ts" />
|
||||
<Content Include="cameras\follow styles.ts" />
|
||||
<Content Include="cameras\hide from camera.ts" />
|
||||
<Content Include="cameras\multi camera.ts" />
|
||||
<Content Include="cameras\scrollfactor 1.js">
|
||||
<DependentUpon>scrollfactor 1.ts</DependentUpon>
|
||||
</Content>
|
||||
@@ -89,21 +106,43 @@
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||||
<TypeScriptCompile Include="input\over sprite 1.ts" />
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||||
<TypeScriptCompile Include="groups\create group 1.ts" />
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||||
<TypeScriptCompile Include="cameras\world sprite.ts" />
|
||||
<Content Include="cameras\scrollfactor compare.ts" />
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||||
<Content Include="cameras\world sprite.js">
|
||||
<DependentUpon>world sprite.ts</DependentUpon>
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||||
</Content>
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||||
<TypeScriptCompile Include="groups\bring to top 1.ts" />
|
||||
<Content Include="groups\add to group 1.ts" />
|
||||
<Content Include="groups\add to group 2.ts" />
|
||||
<Content Include="groups\bring to top 1.js">
|
||||
<DependentUpon>bring to top 1.ts</DependentUpon>
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||||
</Content>
|
||||
<Content Include="groups\bring to top.ts" />
|
||||
<Content Include="groups\call all.ts" />
|
||||
<Content Include="groups\create group 1.js">
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||||
<DependentUpon>create group 1.ts</DependentUpon>
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||||
</Content>
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||||
<TypeScriptCompile Include="groups\display order.ts" />
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||||
<Content Include="groups\direct render.ts" />
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||||
<Content Include="groups\display order.js">
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||||
<DependentUpon>display order.ts</DependentUpon>
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||||
</Content>
|
||||
<TypeScriptCompile Include="groups\swap children.ts" />
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||||
<Content Include="groups\for each.ts" />
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||||
<Content Include="groups\get first 1.ts" />
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||||
<Content Include="groups\get first 2.ts" />
|
||||
<Content Include="groups\get first 3.ts" />
|
||||
<Content Include="groups\group as layer.ts" />
|
||||
<Content Include="groups\group transform 1.ts" />
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||||
<Content Include="groups\group transform 2.ts" />
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||||
<Content Include="groups\group transform 3.ts" />
|
||||
<Content Include="groups\recycle 1.ts" />
|
||||
<Content Include="groups\recycle 2.ts" />
|
||||
<Content Include="groups\remove.ts" />
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||||
<Content Include="groups\replace.ts" />
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||||
<Content Include="groups\set all.ts" />
|
||||
<Content Include="groups\sort 1.ts" />
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||||
<Content Include="groups\sort 2.ts" />
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||||
<Content Include="groups\sub groups.ts" />
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||||
<Content Include="groups\swap children.js">
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||||
<DependentUpon>swap children.ts</DependentUpon>
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||||
</Content>
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||||
@@ -122,9 +161,12 @@
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||||
<TypeScriptCompile Include="input\motion lock.ts" />
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||||
<TypeScriptCompile Include="input\motion lock 2.ts" />
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||||
<TypeScriptCompile Include="input\game scale 1.ts" />
|
||||
<Content Include="input\drop limitation.ts" />
|
||||
<Content Include="input\game scale 1.js">
|
||||
<DependentUpon>game scale 1.ts</DependentUpon>
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||||
</Content>
|
||||
<Content Include="input\keyboard 1.ts" />
|
||||
<Content Include="input\keyboard 2.ts" />
|
||||
<Content Include="input\motion lock 2.js">
|
||||
<DependentUpon>motion lock 2.ts</DependentUpon>
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||||
</Content>
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||||
@@ -164,6 +206,12 @@
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||||
</Content>
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||||
<TypeScriptCompile Include="mobile\sprite test 1.ts" />
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||||
<TypeScriptCompile Include="misc\point1.ts" />
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||||
<Content Include="misc\color utils 1.ts" />
|
||||
<Content Include="misc\color utils 2.ts" />
|
||||
<Content Include="misc\color utils 3.ts" />
|
||||
<Content Include="misc\dynamic texture 1.ts" />
|
||||
<Content Include="misc\dynamic texture 2.ts" />
|
||||
<Content Include="misc\dynamic texture 3.ts" />
|
||||
<Content Include="misc\point1.js">
|
||||
<DependentUpon>point1.ts</DependentUpon>
|
||||
</Content>
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||||
@@ -175,6 +223,8 @@
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||||
<Content Include="misc\point3.js">
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||||
<DependentUpon>point3.ts</DependentUpon>
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||||
</Content>
|
||||
<Content Include="misc\rectangle utils 1.ts" />
|
||||
<Content Include="misc\rectangle utils 2.ts" />
|
||||
<Content Include="mobile\sprite test 1.js">
|
||||
<DependentUpon>sprite test 1.ts</DependentUpon>
|
||||
</Content>
|
||||
@@ -202,10 +252,6 @@
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||||
<TypeScriptCompile Include="scrollzones\region demo.ts" />
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||||
<TypeScriptCompile Include="scrollzones\parallax.ts" />
|
||||
<TypeScriptCompile Include="scrollzones\ballscroller.ts" />
|
||||
<TypeScriptCompile Include="physics\simple test 1.ts" />
|
||||
<Content Include="physics\simple test 1.js">
|
||||
<DependentUpon>simple test 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="scrollzones\ballscroller.js">
|
||||
<DependentUpon>ballscroller.ts</DependentUpon>
|
||||
</Content>
|
||||
@@ -229,17 +275,13 @@
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||||
<Content Include="scrollzones\skewed scroller.js">
|
||||
<DependentUpon>skewed scroller.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="sprites\atlas 1.ts" />
|
||||
<TypeScriptCompile Include="sprites\alpha.ts" />
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||||
<Content Include="sprites\alpha.js">
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||||
<DependentUpon>alpha.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="sprites\atlas 1.js">
|
||||
<DependentUpon>atlas 1.ts</DependentUpon>
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||||
</Content>
|
||||
<TypeScriptCompile Include="sprites\atlas 2.ts" />
|
||||
<Content Include="sprites\atlas 2.js">
|
||||
<DependentUpon>atlas 2.ts</DependentUpon>
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||||
<TypeScriptCompile Include="sprites\animate by framename.ts" />
|
||||
<Content Include="sprites\animate by framename.js">
|
||||
<DependentUpon>animate by framename.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="sprites\origin 5.ts" />
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||||
<Content Include="sprites\origin 5.js">
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||||
@@ -247,6 +289,8 @@
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||||
</Content>
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||||
<TypeScriptCompile Include="tilemaps\csv tilemap.ts" />
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||||
<TypeScriptCompile Include="stage\blur filter.ts" />
|
||||
<Content Include="sprites\out of screen.ts" />
|
||||
<Content Include="sprites\rotate around.ts" />
|
||||
<Content Include="stage\blur filter.js">
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||||
<DependentUpon>blur filter.ts</DependentUpon>
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||||
</Content>
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||||
@@ -271,9 +315,37 @@
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||||
<DependentUpon>sepia filter.ts</DependentUpon>
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||||
</Content>
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||||
<TypeScriptCompile Include="textures\filter test.ts" />
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||||
<TypeScriptCompile Include="textures\dynamic texture 1.ts" />
|
||||
<Content Include="textures\dynamic texture 1.js">
|
||||
<DependentUpon>dynamic texture 1.ts</DependentUpon>
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||||
</Content>
|
||||
<TypeScriptCompile Include="textures\dynamic texture 2.ts" />
|
||||
<Content Include="textures\dynamic texture 2.js">
|
||||
<DependentUpon>dynamic texture 2.ts</DependentUpon>
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||||
</Content>
|
||||
<Content Include="textures\filter test.js">
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||||
<DependentUpon>filter test.ts</DependentUpon>
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||||
</Content>
|
||||
<TypeScriptCompile Include="textures\starling texture atlas.ts" />
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||||
<Content Include="textures\starling texture atlas.js">
|
||||
<DependentUpon>starling texture atlas.ts</DependentUpon>
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||||
</Content>
|
||||
<TypeScriptCompile Include="textures\texture atlas 1.ts" />
|
||||
<Content Include="textures\texture atlas 1.js">
|
||||
<DependentUpon>texture atlas 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="textures\texture atlas 2.ts" />
|
||||
<Content Include="textures\texture atlas 2.js">
|
||||
<DependentUpon>texture atlas 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="textures\texture atlas 3.ts" />
|
||||
<Content Include="textures\texture atlas 3.js">
|
||||
<DependentUpon>texture atlas 3.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="textures\texture atlas 4.ts" />
|
||||
<Content Include="textures\texture atlas 4.js">
|
||||
<DependentUpon>texture atlas 4.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="tilemaps\csv tilemap.js">
|
||||
<DependentUpon>csv tilemap.ts</DependentUpon>
|
||||
</Content>
|
||||
@@ -289,6 +361,16 @@
|
||||
<Content Include="tilemaps\tiled tilemap.js">
|
||||
<DependentUpon>tiled tilemap.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="tweens\bounce.ts" />
|
||||
<Content Include="tweens\bounce.js">
|
||||
<DependentUpon>bounce.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="tweens\easing example 1.ts" />
|
||||
<Content Include="tweens\easing example 2.ts" />
|
||||
<Content Include="tweens\easing example 3.ts" />
|
||||
<Content Include="tweens\easing example 4.ts" />
|
||||
<Content Include="tweens\easing example 5.ts" />
|
||||
<Content Include="tweens\easing example 6.ts" />
|
||||
<Content Include="tweens\tween loop 1.js">
|
||||
<DependentUpon>tween loop 1.ts</DependentUpon>
|
||||
</Content>
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||||
@@ -350,6 +432,9 @@
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||||
<DependentUpon>boot screen.ts</DependentUpon>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<ItemGroup>
|
||||
<Folder Include="animation\" />
|
||||
<Folder Include="physics\" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,32 @@
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||||
/// <reference path="../../Phaser/Game.ts" />
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||||
/// <reference path="../../build/phaser-fx.d.ts" />
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||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.image('backdrop', 'assets/pics/ninja-masters2.png');
|
||||
game.load.start();
|
||||
}
|
||||
var scanlines;
|
||||
function create() {
|
||||
game.world.setSize(1216, 896);
|
||||
// Add our effect to the camera
|
||||
scanlines = game.camera.fx.add(Phaser.FX.Camera.Scanlines);
|
||||
// We'll have the scanlines spaced out every 2 pixels
|
||||
scanlines.spacing = 2;
|
||||
// This is the color the lines will be drawn in
|
||||
scanlines.color = 'rgba(0, 0, 0, 0.8)';
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
}
|
||||
function update() {
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,57 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../build/phaser-fx.d.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('backdrop', 'assets/pics/ninja-masters2.png');
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var scanlines: Phaser.FX.Camera.Scanlines;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world.setSize(1216, 896);
|
||||
|
||||
// Add our effect to the camera
|
||||
scanlines = <Phaser.FX.Camera.Scanlines> game.camera.fx.add(Phaser.FX.Camera.Scanlines);
|
||||
|
||||
// We'll have the scanlines spaced out every 2 pixels
|
||||
scanlines.spacing = 2;
|
||||
|
||||
// This is the color the lines will be drawn in
|
||||
scanlines.color = 'rgba(0, 0, 0, 0.8)';
|
||||
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,3 +1,5 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function() {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, null, create, null, render);
|
||||
|
||||
|
||||
+47
-24
@@ -274,7 +274,7 @@ var Phaser;
|
||||
get: /**
|
||||
* Determines whether or not this Rectangle object is empty.
|
||||
* @method isEmpty
|
||||
* @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false.
|
||||
* @return {Boolean} A value of true if the Rectangle objects width or height is less than or equal to 0; otherwise false.
|
||||
**/
|
||||
function () {
|
||||
return (!this.width || !this.height);
|
||||
@@ -2139,6 +2139,10 @@ var Phaser;
|
||||
this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
|
||||
}
|
||||
};
|
||||
DynamicTexture.prototype.add = function (sprite) {
|
||||
sprite.texture.canvas = this.canvas;
|
||||
sprite.texture.context = this.context;
|
||||
};
|
||||
DynamicTexture.prototype.assignCanvasToGameObjects = /**
|
||||
* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
|
||||
* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
|
||||
@@ -2834,11 +2838,13 @@ var Phaser;
|
||||
return this.currentFrame.name;
|
||||
},
|
||||
set: function (value) {
|
||||
if(this._frameData.getFrameByName(value)) {
|
||||
if(this._frameData && this._frameData.getFrameByName(value)) {
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._parent.texture.width = this.currentFrame.width;
|
||||
this._parent.texture.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
} else {
|
||||
throw new Error("Cannot set frameName: " + value);
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
@@ -3652,6 +3658,7 @@ var Phaser;
|
||||
this._pointerData[pointer.id].isDown = true;
|
||||
this._pointerData[pointer.id].isUp = false;
|
||||
this._pointerData[pointer.id].timeDown = this.game.time.now;
|
||||
//console.log('touchedHandler: ' + Date.now());
|
||||
this._parent.events.onInputDown.dispatch(this._parent, pointer);
|
||||
// Start drag
|
||||
//if (this.draggable && this.isDragged == false && pointer.targetObject == null)
|
||||
@@ -3675,6 +3682,7 @@ var Phaser;
|
||||
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
|
||||
// Only release the InputUp signal if the pointer is still over this sprite
|
||||
if(Phaser.SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY())) {
|
||||
//console.log('releasedHandler: ' + Date.now());
|
||||
this._parent.events.onInputUp.dispatch(this._parent, pointer);
|
||||
} else {
|
||||
// Pointer outside the sprite? Reset the cursor
|
||||
@@ -7844,6 +7852,7 @@ var Phaser;
|
||||
function (key) {
|
||||
this._fileList[key].loaded = true;
|
||||
this._fileList[key].error = true;
|
||||
throw new Error("Phaser.Loader error loading file: " + key);
|
||||
this.nextFile(key, false);
|
||||
};
|
||||
Loader.prototype.fileComplete = /**
|
||||
@@ -7929,6 +7938,7 @@ var Phaser;
|
||||
function (key) {
|
||||
var file = this._fileList[key];
|
||||
file.error = true;
|
||||
throw new Error("Phaser.Loader dataLoadError: " + key);
|
||||
this.nextFile(key, true);
|
||||
};
|
||||
Loader.prototype.xmlLoadComplete = function (key) {
|
||||
@@ -11322,6 +11332,7 @@ var Phaser;
|
||||
}
|
||||
};
|
||||
Button.prototype.onInputDownHandler = function (pointer) {
|
||||
//console.log('Button onInputDownHandler: ' + Date.now());
|
||||
if(this._onDownFrameName != null) {
|
||||
this.frameName = this._onDownFrameName;
|
||||
} else if(this._onDownFrameID != null) {
|
||||
@@ -11332,6 +11343,7 @@ var Phaser;
|
||||
}
|
||||
};
|
||||
Button.prototype.onInputUpHandler = function (pointer) {
|
||||
//console.log('Button onInputUpHandler: ' + Date.now());
|
||||
if(this._onUpFrameName != null) {
|
||||
this.frameName = this._onUpFrameName;
|
||||
} else if(this._onUpFrameID != null) {
|
||||
@@ -16323,6 +16335,10 @@ var Phaser;
|
||||
*/
|
||||
function () {
|
||||
var _this = this;
|
||||
if(this._game.device.android && this._game.device.chrome == false) {
|
||||
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
|
||||
return;
|
||||
}
|
||||
this._game.stage.canvas.addEventListener('mousedown', function (event) {
|
||||
return _this.onMouseDown(event);
|
||||
}, true);
|
||||
@@ -17846,9 +17862,6 @@ var Phaser;
|
||||
if(sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false) {
|
||||
return false;
|
||||
}
|
||||
if(sprite.crop && sprite.crop.empty) {
|
||||
return;
|
||||
}
|
||||
sprite.renderOrderID = this._count;
|
||||
this._count++;
|
||||
// Reset our temp vars
|
||||
@@ -17861,16 +17874,6 @@ var Phaser;
|
||||
this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
|
||||
this._dw = sprite.texture.width;
|
||||
this._dh = sprite.texture.height;
|
||||
// Global Composite Ops
|
||||
if(sprite.texture.globalCompositeOperation) {
|
||||
sprite.texture.context.save();
|
||||
sprite.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
|
||||
}
|
||||
// Alpha
|
||||
if(sprite.texture.alpha !== 1 && sprite.texture.context.globalAlpha != sprite.texture.alpha) {
|
||||
this._ga = sprite.texture.context.globalAlpha;
|
||||
sprite.texture.context.globalAlpha = sprite.texture.alpha;
|
||||
}
|
||||
if(sprite.animations.currentFrame !== null) {
|
||||
this._sx = sprite.animations.currentFrame.x;
|
||||
this._sy = sprite.animations.currentFrame.y;
|
||||
@@ -17907,15 +17910,36 @@ var Phaser;
|
||||
this._dy += sprite.crop.y * sprite.transform.scale.y;
|
||||
this._dw = sprite.crop.width * sprite.transform.scale.x;
|
||||
this._dh = sprite.crop.height * sprite.transform.scale.y;
|
||||
//this._sx += sprite.crop.x;
|
||||
//this._sy += sprite.crop.y;
|
||||
//this._sw = sprite.crop.width;
|
||||
//this._sh = sprite.crop.height;
|
||||
//this._dx += sprite.crop.x;
|
||||
//this._dy += sprite.crop.y;
|
||||
//this._dw = sprite.crop.width;
|
||||
//this._dh = sprite.crop.height;
|
||||
}
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
if(this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) {
|
||||
return false;
|
||||
}
|
||||
// Global Composite Ops
|
||||
if(sprite.texture.globalCompositeOperation) {
|
||||
sprite.texture.context.save();
|
||||
sprite.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
|
||||
}
|
||||
// Alpha
|
||||
if(sprite.texture.alpha !== 1 && sprite.texture.context.globalAlpha != sprite.texture.alpha) {
|
||||
this._ga = sprite.texture.context.globalAlpha;
|
||||
sprite.texture.context.globalAlpha = sprite.texture.alpha;
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
if(sprite.texture.opaque) {
|
||||
sprite.texture.context.fillStyle = sprite.texture.backgroundColor;
|
||||
sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
@@ -19622,7 +19646,6 @@ var Phaser;
|
||||
this.input = game.input;
|
||||
this.load = game.load;
|
||||
this.math = game.math;
|
||||
//this.motion = game.motion;
|
||||
this.sound = game.sound;
|
||||
this.stage = game.stage;
|
||||
this.time = game.time;
|
||||
|
||||
@@ -1,45 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.load.image('atari', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('ball', 'assets/sprites/shinyball.png');
|
||||
game.load.start();
|
||||
}
|
||||
var atari;
|
||||
var ball;
|
||||
function create() {
|
||||
// Add some gravity to the world, otherwise nothing will actually happen
|
||||
game.physics.gravity.setTo(0, 5);
|
||||
// We'll make the atari sprite a static body, so it won't be influenced by gravity or other forces
|
||||
atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
|
||||
//atari.rotation = 10;
|
||||
//atari.body.transform.setRotation(1);
|
||||
//atari.body.angle = 1;
|
||||
atari.body.setTransform(atari.body.position, 1);
|
||||
atari.body.syncTransform();
|
||||
// atari = 220px width (110 = center x)
|
||||
// ball = 32px width (16 = center x)
|
||||
// Ball will be a dynamic body and fall based on gravity
|
||||
ball = game.add.physicsSprite(300 - 20, 0, 'ball');
|
||||
//ball.body.angle = 1;
|
||||
//ball.body.transform.setRotation(1);
|
||||
//ball.body.fixedRotation = true;
|
||||
// limit the velocity or things can go nuts
|
||||
ball.body.linearDamping = 0.5;
|
||||
ball.body.angularDamping = 0.5;
|
||||
// when the ball bounces out of the game world, call the resetBall function
|
||||
ball.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
|
||||
ball.events.onOutOfBounds.add(resetBall, this);
|
||||
}
|
||||
function resetBall() {
|
||||
ball.body.setPosition(300, 0);
|
||||
}
|
||||
function render() {
|
||||
Phaser.DebugUtils.renderPhysicsBodyInfo(atari.body, 32, 32);
|
||||
Phaser.DebugUtils.renderPhysicsBodyInfo(ball.body, 320, 32);
|
||||
Phaser.DebugUtils.renderPhysicsBody(atari.body);
|
||||
Phaser.DebugUtils.renderPhysicsBody(ball.body);
|
||||
}
|
||||
})();
|
||||
@@ -1,65 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.load.image('atari', 'assets/sprites/atari130xe.png');
|
||||
game.load.image('ball', 'assets/sprites/shinyball.png');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var atari: Phaser.Sprite;
|
||||
var ball: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
// Add some gravity to the world, otherwise nothing will actually happen
|
||||
game.physics.gravity.setTo(0, 5);
|
||||
|
||||
// We'll make the atari sprite a static body, so it won't be influenced by gravity or other forces
|
||||
atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
|
||||
//atari.rotation = 10;
|
||||
//atari.body.transform.setRotation(1);
|
||||
//atari.body.angle = 1;
|
||||
atari.body.setTransform(atari.body.position, 1);
|
||||
atari.body.syncTransform();
|
||||
|
||||
// atari = 220px width (110 = center x)
|
||||
// ball = 32px width (16 = center x)
|
||||
|
||||
// Ball will be a dynamic body and fall based on gravity
|
||||
ball = game.add.physicsSprite(300-20, 0, 'ball');
|
||||
//ball.body.angle = 1;
|
||||
//ball.body.transform.setRotation(1);
|
||||
//ball.body.fixedRotation = true;
|
||||
|
||||
// limit the velocity or things can go nuts
|
||||
ball.body.linearDamping = 0.5;
|
||||
ball.body.angularDamping = 0.5;
|
||||
|
||||
// when the ball bounces out of the game world, call the resetBall function
|
||||
ball.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
|
||||
ball.events.onOutOfBounds.add(resetBall, this);
|
||||
|
||||
}
|
||||
|
||||
function resetBall() {
|
||||
ball.body.setPosition(300, 0);
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
Phaser.DebugUtils.renderPhysicsBodyInfo(atari.body, 32, 32);
|
||||
Phaser.DebugUtils.renderPhysicsBodyInfo(ball.body, 320, 32);
|
||||
|
||||
Phaser.DebugUtils.renderPhysicsBody(atari.body);
|
||||
Phaser.DebugUtils.renderPhysicsBody(ball.body);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -62,7 +62,7 @@
|
||||
speed = 0;
|
||||
}
|
||||
}
|
||||
shipMotion = game.motion.velocityFromAngle(ship.rotation, speed);
|
||||
//shipMotion = game.motion.velocityFromAngle(ship.rotation, speed);
|
||||
scroller.setSpeed(shipMotion.x, shipMotion.y);
|
||||
// emit particles
|
||||
if(speed > 2) {
|
||||
@@ -89,7 +89,11 @@
|
||||
var b = bullets.getFirstAvailable();
|
||||
b.x = ship.x;
|
||||
b.y = ship.y - 26;
|
||||
var bulletMotion = game.motion.velocityFromAngle(ship.rotation, 400);
|
||||
//var bulletMotion = game.motion.velocityFromAngle(ship.rotation, 400);
|
||||
var bulletMotion = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
b.revive();
|
||||
b.rotation = ship.rotation;
|
||||
b.body.velocity.setTo(bulletMotion.x, bulletMotion.y);
|
||||
|
||||
@@ -99,7 +99,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
shipMotion = game.motion.velocityFromAngle(ship.rotation, speed);
|
||||
//shipMotion = game.motion.velocityFromAngle(ship.rotation, speed);
|
||||
|
||||
scroller.setSpeed(shipMotion.x, shipMotion.y);
|
||||
|
||||
@@ -144,7 +144,8 @@
|
||||
b.x = ship.x;
|
||||
b.y = ship.y - 26;
|
||||
|
||||
var bulletMotion = game.motion.velocityFromAngle(ship.rotation, 400);
|
||||
//var bulletMotion = game.motion.velocityFromAngle(ship.rotation, 400);
|
||||
var bulletMotion = {x:0,y:0};
|
||||
|
||||
b.revive();
|
||||
b.rotation = ship.rotation;
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.atlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
game.load.start();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = game.add.sprite(game.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() {
|
||||
bot.x -= 1;
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = game.stage.width;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,42 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.atlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = game.add.sprite(game.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() {
|
||||
|
||||
bot.x -= 1;
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = game.stage.width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,17 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
game.load.atlas('atlas', 'assets/sprites/invaderpig.png', 'assets/sprites/invaderpig.json');
|
||||
game.load.start();
|
||||
}
|
||||
var pig;
|
||||
var invader;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(40, 40, 40)';
|
||||
pig = game.add.sprite(200, 200, 'atlas', 'tennyson');
|
||||
invader = game.add.sprite(0, 0, 'atlas', 'invader1');
|
||||
console.log(pig.width, pig.height, pig.body.bounds.width, pig.body.bounds.height, pig.worldView);
|
||||
console.log(invader.width, invader.height, invader.body.bounds.width, invader.body.bounds.height, invader.worldView);
|
||||
}
|
||||
})();
|
||||
@@ -1,29 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.atlas('atlas', 'assets/sprites/invaderpig.png', 'assets/sprites/invaderpig.json');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var pig: Phaser.Sprite;
|
||||
var invader: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(40, 40, 40)';
|
||||
|
||||
pig = game.add.sprite(200, 200, 'atlas', 'tennyson');
|
||||
invader = game.add.sprite(0, 0, 'atlas', 'invader1');
|
||||
|
||||
console.log(pig.width, pig.height, pig.body.bounds.width, pig.body.bounds.height, pig.worldView);
|
||||
console.log(invader.width, invader.height, invader.body.bounds.width, invader.body.bounds.height, invader.worldView);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -13,7 +13,7 @@
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
// sets origin to the center of the sprite (half the width and half the height)
|
||||
fuji.transform.origin.setTo(160, 100);
|
||||
fuji.transform.origin.setTo(0.5, 0.5);
|
||||
// We'll tween the scale down to zero (which will make the sprite invisible) and then flip it
|
||||
// The end result should look like turning over a card
|
||||
// Create our tween
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
|
||||
// sets origin to the center of the sprite (half the width and half the height)
|
||||
fuji.transform.origin.setTo(160, 100);
|
||||
fuji.transform.origin.setTo(0.5, 0.5);
|
||||
|
||||
// We'll tween the scale down to zero (which will make the sprite invisible) and then flip it
|
||||
// The end result should look like turning over a card
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite (half of its width and height, so 160x100)
|
||||
// This will cause it to rotate on its center
|
||||
fuji.transform.origin.setTo(160, 100);
|
||||
fuji.transform.origin.setTo(0.5, 0.5);
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite (half of its width and height, so 160x100)
|
||||
// This will cause it to rotate on its center
|
||||
fuji.transform.origin.setTo(160, 100);
|
||||
fuji.transform.origin.setTo(0.5, 0.5);
|
||||
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to be the bottom-right of the sprite
|
||||
fuji.origin.setTo(320, 200);
|
||||
fuji.origin.setTo(1, 1);
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to be the bottom-right of the sprite
|
||||
fuji.origin.setTo(320, 200);
|
||||
fuji.origin.setTo(1, 1);
|
||||
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
|
||||
fuji.transform.origin.setTo(160, 100);
|
||||
fuji.transform.origin.setTo(0.5, 0.5);
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
|
||||
fuji.transform.origin.setTo(160, 100);
|
||||
fuji.transform.origin.setTo(0.5, 0.5);
|
||||
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.image('ball', 'assets/sprites/shinyball.png');
|
||||
game.load.start();
|
||||
}
|
||||
var wobblyBall;
|
||||
function create() {
|
||||
// Create our DynamicTexture
|
||||
wobblyBall = game.add.dynamicTexture(32, 64);
|
||||
// And apply it to 100 randomly positioned sprites
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var temp = game.add.sprite(game.world.randomX, game.world.randomY);
|
||||
temp.texture.loadDynamicTexture(wobblyBall);
|
||||
}
|
||||
// Populate the wave with some data
|
||||
waveData = game.math.sinCosGenerator(32, 8, 8, 2);
|
||||
}
|
||||
function update() {
|
||||
wobblyBall.clear();
|
||||
updateWobblyBall();
|
||||
}
|
||||
// This creates a simple sine-wave effect running through our DynamicTexture.
|
||||
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
|
||||
var waveSize = 8;
|
||||
var wavePixelChunk = 2;
|
||||
var waveData;
|
||||
var waveDataCounter;
|
||||
function updateWobblyBall() {
|
||||
var s = 0;
|
||||
var copyRect = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
w: wavePixelChunk,
|
||||
h: 32
|
||||
};
|
||||
var copyPoint = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
for(var x = 0; x < 32; x += wavePixelChunk) {
|
||||
copyPoint.x = x;
|
||||
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
|
||||
wobblyBall.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
|
||||
copyRect.x += wavePixelChunk;
|
||||
s++;
|
||||
}
|
||||
// Cycle through the wave data - this is what causes the image to "undulate"
|
||||
var t = waveData.shift();
|
||||
waveData.push(t);
|
||||
waveDataCounter++;
|
||||
if(waveDataCounter == waveData.length) {
|
||||
waveDataCounter = 0;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,80 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('ball', 'assets/sprites/shinyball.png');
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var wobblyBall: Phaser.DynamicTexture;
|
||||
|
||||
function create() {
|
||||
|
||||
// Create our DynamicTexture
|
||||
wobblyBall = game.add.dynamicTexture(32, 64);
|
||||
|
||||
// And apply it to 100 randomly positioned sprites
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var temp = game.add.sprite(game.world.randomX, game.world.randomY);
|
||||
temp.texture.loadDynamicTexture(wobblyBall);
|
||||
}
|
||||
|
||||
// Populate the wave with some data
|
||||
waveData = game.math.sinCosGenerator(32, 8, 8, 2);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
wobblyBall.clear();
|
||||
|
||||
updateWobblyBall();
|
||||
|
||||
}
|
||||
|
||||
// This creates a simple sine-wave effect running through our DynamicTexture.
|
||||
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
|
||||
|
||||
var waveSize = 8;
|
||||
var wavePixelChunk = 2;
|
||||
var waveData;
|
||||
var waveDataCounter;
|
||||
|
||||
function updateWobblyBall()
|
||||
{
|
||||
var s = 0;
|
||||
var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
|
||||
var copyPoint = { x: 0, y: 0 };
|
||||
|
||||
for (var x = 0; x < 32; x += wavePixelChunk)
|
||||
{
|
||||
copyPoint.x = x;
|
||||
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
|
||||
|
||||
wobblyBall.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
|
||||
|
||||
copyRect.x += wavePixelChunk;
|
||||
|
||||
s++;
|
||||
}
|
||||
|
||||
// Cycle through the wave data - this is what causes the image to "undulate"
|
||||
var t = waveData.shift();
|
||||
waveData.push(t);
|
||||
|
||||
waveDataCounter++;
|
||||
|
||||
if (waveDataCounter == waveData.length)
|
||||
{
|
||||
waveDataCounter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,42 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, null, create, update, render);
|
||||
var starfield;
|
||||
var xx = [];
|
||||
var yy = [];
|
||||
var zz = [];
|
||||
var xxx = 0;
|
||||
var yyy = 0;
|
||||
function create() {
|
||||
// The width of the starfield
|
||||
var star_w = 12000;
|
||||
for(var i = 0; i < 800; i++) {
|
||||
xx[i] = Math.floor(Math.random() * star_w * 2) - star_w;
|
||||
yy[i] = Math.floor(Math.random() * star_w * 2) - star_w;
|
||||
zz[i] = Math.floor(Math.random() * 160) + 1;
|
||||
}
|
||||
starfield = game.add.dynamicTexture(800, 600);
|
||||
}
|
||||
function update() {
|
||||
starfield.clear();
|
||||
for(var i = 0; i < 800; i++) {
|
||||
if(zz[i] == 1) {
|
||||
zz[i] = 100;
|
||||
}
|
||||
xxx = (xx[i]) / (zz[i]);
|
||||
yyy = (yy[i]) / (zz[i])--;
|
||||
//var x: number = xxx + game.input.x;
|
||||
//var y: number = yyy + game.input.y;
|
||||
var x = xxx + 400;
|
||||
var y = yyy + 300;
|
||||
var c = '#ffffff';
|
||||
//if (zz[i] > 80) c = '#666666';
|
||||
//else if (zz[i] > 60) c = '#888888'
|
||||
//else if (zz[i] > 40) c = '#aaaaaa';
|
||||
starfield.setPixel(x, y, c);
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
starfield.render();
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,66 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, null, create, update, render);
|
||||
|
||||
var starfield: Phaser.DynamicTexture;
|
||||
|
||||
var xx = [];
|
||||
var yy = [];
|
||||
var zz = [];
|
||||
var xxx = 0;
|
||||
var yyy = 0;
|
||||
|
||||
function create() {
|
||||
|
||||
// The width of the starfield
|
||||
var star_w: number = 12000;
|
||||
|
||||
for (var i: number = 0; i < 800; i++)
|
||||
{
|
||||
xx[i] = Math.floor(Math.random() * star_w * 2) - star_w
|
||||
yy[i] = Math.floor(Math.random() * star_w * 2) - star_w
|
||||
zz[i] = Math.floor(Math.random() * 160) + 1;
|
||||
}
|
||||
|
||||
starfield = game.add.dynamicTexture(800, 600);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
starfield.clear();
|
||||
|
||||
for (var i: number = 0; i < 800; i++)
|
||||
{
|
||||
if (zz[i] == 1)
|
||||
{
|
||||
zz[i] = 100;
|
||||
}
|
||||
|
||||
xxx = (xx[i]) / (zz[i]);
|
||||
yyy = (yy[i]) / (zz[i])--;
|
||||
|
||||
//var x: number = xxx + game.input.x;
|
||||
//var y: number = yyy + game.input.y;
|
||||
var x: number = xxx + 400;
|
||||
var y: number = yyy + 300;
|
||||
var c: string = '#ffffff';
|
||||
|
||||
//if (zz[i] > 80) c = '#666666';
|
||||
//else if (zz[i] > 60) c = '#888888'
|
||||
//else if (zz[i] > 40) c = '#aaaaaa';
|
||||
|
||||
starfield.setPixel(x, y, c);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
starfield.render();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,31 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Starling/Sparrow XML Texture Atlas Method 1
|
||||
//
|
||||
// In this example we assume that the XML data is stored in an external file
|
||||
game.load.atlas('bits', 'assets/sprites/shoebox.png', 'assets/sprites/shoebox.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
game.load.atlas('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
game.load.start();
|
||||
}
|
||||
var bits;
|
||||
var bot;
|
||||
function create() {
|
||||
bot = game.add.sprite(800, 200, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 20, true);
|
||||
bits = game.add.sprite(200, 200, 'bits');
|
||||
bits.frame = 0;
|
||||
}
|
||||
function update() {
|
||||
bot.x -= 5;
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = game.stage.width;
|
||||
bits.frame++;
|
||||
if(bits.frame == bits.animations.frameTotal - 1) {
|
||||
bits.frame = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,51 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
// Starling/Sparrow XML Texture Atlas Method 1
|
||||
//
|
||||
// In this example we assume that the XML data is stored in an external file
|
||||
game.load.atlas('bits', 'assets/sprites/shoebox.png', 'assets/sprites/shoebox.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
game.load.atlas('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var bits: Phaser.Sprite;
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = game.add.sprite(800, 200, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 20, true);
|
||||
|
||||
bits = game.add.sprite(200, 200, 'bits');
|
||||
bits.frame = 0;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
bot.x -= 5;
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = game.stage.width;
|
||||
|
||||
bits.frame++;
|
||||
|
||||
if (bits.frame == bits.animations.frameTotal - 1)
|
||||
{
|
||||
bits.frame = 0;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -2,7 +2,7 @@
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Texture Atlas Method 2
|
||||
// Texture Atlas Method 1
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is a string of json data stored as a var
|
||||
// (in this case botData)
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
function init() {
|
||||
|
||||
// Texture Atlas Method 2
|
||||
// Texture Atlas Method 1
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is a string of json data stored as a var
|
||||
// (in this case botData)
|
||||
@@ -0,0 +1,271 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Texture Atlas Method 2
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is a real json object stored as a var
|
||||
// (in this case botData)
|
||||
game.load.atlas('bot', 'assets/sprites/running_bot.png', null, botData);
|
||||
game.load.start();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = game.add.sprite(game.stage.width, 300, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
}
|
||||
function update() {
|
||||
bot.x -= 2;
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = game.stage.width;
|
||||
}
|
||||
}
|
||||
var botData = {
|
||||
"frames": [
|
||||
{
|
||||
"filename": "running bot.swf/0000",
|
||||
"frame": {
|
||||
"x": 34,
|
||||
"y": 128,
|
||||
"w": 56,
|
||||
"h": 60
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 0,
|
||||
"y": 2,
|
||||
"w": 56,
|
||||
"h": 60
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0001",
|
||||
"frame": {
|
||||
"x": 54,
|
||||
"y": 0,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 0,
|
||||
"y": 3,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0002",
|
||||
"frame": {
|
||||
"x": 54,
|
||||
"y": 58,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 0,
|
||||
"y": 3,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0003",
|
||||
"frame": {
|
||||
"x": 0,
|
||||
"y": 192,
|
||||
"w": 34,
|
||||
"h": 64
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 11,
|
||||
"y": 0,
|
||||
"w": 34,
|
||||
"h": 64
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0004",
|
||||
"frame": {
|
||||
"x": 0,
|
||||
"y": 64,
|
||||
"w": 54,
|
||||
"h": 64
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 1,
|
||||
"y": 0,
|
||||
"w": 54,
|
||||
"h": 64
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0005",
|
||||
"frame": {
|
||||
"x": 196,
|
||||
"y": 0,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 0,
|
||||
"y": 3,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0006",
|
||||
"frame": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"w": 54,
|
||||
"h": 64
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 1,
|
||||
"y": 0,
|
||||
"w": 54,
|
||||
"h": 64
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0007",
|
||||
"frame": {
|
||||
"x": 140,
|
||||
"y": 0,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 0,
|
||||
"y": 3,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0008",
|
||||
"frame": {
|
||||
"x": 34,
|
||||
"y": 188,
|
||||
"w": 50,
|
||||
"h": 60
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 3,
|
||||
"y": 2,
|
||||
"w": 50,
|
||||
"h": 60
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0009",
|
||||
"frame": {
|
||||
"x": 0,
|
||||
"y": 128,
|
||||
"w": 34,
|
||||
"h": 64
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 11,
|
||||
"y": 0,
|
||||
"w": 34,
|
||||
"h": 64
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0010",
|
||||
"frame": {
|
||||
"x": 84,
|
||||
"y": 188,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {
|
||||
"x": 0,
|
||||
"y": 3,
|
||||
"w": 56,
|
||||
"h": 58
|
||||
},
|
||||
"sourceSize": {
|
||||
"w": 56,
|
||||
"h": 64
|
||||
}
|
||||
}
|
||||
],
|
||||
"meta": {
|
||||
"app": "http://www.texturepacker.com",
|
||||
"version": "1.0",
|
||||
"image": "running_bot.png",
|
||||
"format": "RGBA8888",
|
||||
"size": {
|
||||
"w": 252,
|
||||
"h": 256
|
||||
},
|
||||
"scale": "0.2",
|
||||
"smartupdate": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$"
|
||||
}
|
||||
};
|
||||
})();
|
||||
@@ -0,0 +1,143 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
// Texture Atlas Method 2
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is a real json object stored as a var
|
||||
// (in this case botData)
|
||||
game.load.atlas('bot', 'assets/sprites/running_bot.png', null, botData);
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = game.add.sprite(game.stage.width, 300, 'bot');
|
||||
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
bot.x -= 2;
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = game.stage.width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
var botData = {
|
||||
"frames": [
|
||||
|
||||
{
|
||||
"filename": "running bot.swf/0000",
|
||||
"frame": { "x": 34, "y": 128, "w": 56, "h": 60 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 0, "y": 2, "w": 56, "h": 60 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0001",
|
||||
"frame": { "x": 54, "y": 0, "w": 56, "h": 58 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0002",
|
||||
"frame": { "x": 54, "y": 58, "w": 56, "h": 58 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0003",
|
||||
"frame": { "x": 0, "y": 192, "w": 34, "h": 64 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0004",
|
||||
"frame": { "x": 0, "y": 64, "w": 54, "h": 64 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0005",
|
||||
"frame": { "x": 196, "y": 0, "w": 56, "h": 58 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0006",
|
||||
"frame": { "x": 0, "y": 0, "w": 54, "h": 64 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0007",
|
||||
"frame": { "x": 140, "y": 0, "w": 56, "h": 58 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0008",
|
||||
"frame": { "x": 34, "y": 188, "w": 50, "h": 60 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 3, "y": 2, "w": 50, "h": 60 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0009",
|
||||
"frame": { "x": 0, "y": 128, "w": 34, "h": 64 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
},
|
||||
{
|
||||
"filename": "running bot.swf/0010",
|
||||
"frame": { "x": 84, "y": 188, "w": 56, "h": 58 },
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },
|
||||
"sourceSize": { "w": 56, "h": 64 }
|
||||
}],
|
||||
"meta": {
|
||||
"app": "http://www.texturepacker.com",
|
||||
"version": "1.0",
|
||||
"image": "running_bot.png",
|
||||
"format": "RGBA8888",
|
||||
"size": { "w": 252, "h": 256 },
|
||||
"scale": "0.2",
|
||||
"smartupdate": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$"
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,23 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Texture Atlas Method 3
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is stored in an external file
|
||||
game.load.atlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
game.load.start();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = game.add.sprite(game.stage.width, 300, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
}
|
||||
function update() {
|
||||
bot.x -= 2;
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = game.stage.width;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,40 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
// Texture Atlas Method 3
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is stored in an external file
|
||||
game.load.atlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = game.add.sprite(game.stage.width, 300, 'bot');
|
||||
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
bot.x -= 2;
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = game.stage.width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,32 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Texture Atlas Method 4
|
||||
//
|
||||
// We load a TexturePacker JSON file and image and show you how to make several unique sprites from the same file
|
||||
game.load.atlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
|
||||
game.load.start();
|
||||
}
|
||||
var chick;
|
||||
var car;
|
||||
var mech;
|
||||
var robot;
|
||||
var cop;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(40, 40, 40)';
|
||||
chick = game.add.sprite(64, 64, 'atlas');
|
||||
// You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself)
|
||||
chick.frameName = 'budbrain_chick.png';
|
||||
// Or by setting the frame index
|
||||
//chick.frame = 0;
|
||||
cop = game.add.sprite(600, 64, 'atlas');
|
||||
cop.frameName = 'ladycop.png';
|
||||
robot = game.add.sprite(50, 300, 'atlas');
|
||||
robot.frameName = 'robot.png';
|
||||
car = game.add.sprite(100, 400, 'atlas');
|
||||
car.frameName = 'supercars_parsec.png';
|
||||
mech = game.add.sprite(250, 100, 'atlas');
|
||||
mech.frameName = 'titan_mech.png';
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,50 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Texture Atlas Method 4
|
||||
//
|
||||
// We load a TexturePacker JSON file and image and show you how to make several unique sprites from the same file
|
||||
game.load.atlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var chick: Phaser.Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
var mech: Phaser.Sprite;
|
||||
var robot: Phaser.Sprite;
|
||||
var cop: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(40, 40, 40)';
|
||||
|
||||
chick = game.add.sprite(64, 64, 'atlas');
|
||||
|
||||
// You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself)
|
||||
chick.frameName = 'budbrain_chick.png';
|
||||
|
||||
// Or by setting the frame index
|
||||
//chick.frame = 0;
|
||||
|
||||
cop = game.add.sprite(600, 64, 'atlas');
|
||||
cop.frameName = 'ladycop.png';
|
||||
|
||||
robot = game.add.sprite(50, 300, 'atlas');
|
||||
robot.frameName = 'robot.png';
|
||||
|
||||
car = game.add.sprite(100, 400, 'atlas');
|
||||
car.frameName = 'supercars_parsec.png';
|
||||
|
||||
mech = game.add.sprite(250, 100, 'atlas');
|
||||
mech.frameName = 'titan_mech.png';
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,22 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
game.load.image('atari', 'assets/sprites/atari130xe.png');
|
||||
game.load.start();
|
||||
}
|
||||
var atari;
|
||||
function create() {
|
||||
atari = game.add.sprite(300, 0, 'atari');
|
||||
startBounceTween();
|
||||
}
|
||||
function startBounceTween() {
|
||||
atari.y = 0;
|
||||
var bounce = game.add.tween(atari);
|
||||
bounce.to({
|
||||
y: 500
|
||||
}, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out);
|
||||
bounce.onComplete.add(startBounceTween, this);
|
||||
bounce.start();
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,36 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('atari', 'assets/sprites/atari130xe.png');
|
||||
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var atari: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
atari = game.add.sprite(300, 0, 'atari');
|
||||
|
||||
startBounceTween();
|
||||
}
|
||||
|
||||
function startBounceTween() {
|
||||
|
||||
atari.y = 0;
|
||||
|
||||
var bounce: Phaser.Tween = game.add.tween(atari);
|
||||
|
||||
bounce.to({ y: 500 }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out);
|
||||
bounce.onComplete.add(startBounceTween, this);
|
||||
bounce.start();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,5 +1,7 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
@@ -7,8 +9,11 @@
|
||||
game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90);
|
||||
game.load.start();
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var item: Phaser.Sprite;
|
||||
|
||||
for (var i = 0; i < 6; i++) {
|
||||
item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i);
|
||||
// Add a simple bounce tween to each character's position.
|
||||
@@ -18,5 +23,7 @@
|
||||
|
||||
// Set background color to white.
|
||||
game.stage.backgroundColor = '#fff';
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
Reference in New Issue
Block a user