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synced 2026-07-16 01:20:13 +08:00
Updating and fixing tests
This commit is contained in:
@@ -1,39 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.world.setSize(1920, 1920);
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myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
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myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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}
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var car;
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var melons;
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function create() {
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myGame.add.sprite(0, 0, 'grid');
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melons = myGame.add.group();
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for(var i = 0; i < 100; i++) {
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var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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tempSprite.scrollFactor.setTo(1.2, 1.2);
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melons.add(tempSprite);
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}
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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}
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function update() {
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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car.angularVelocity = -200;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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car.angularVelocity = 200;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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var motion = myGame.motion.velocityFromAngle(car.angle, 300);
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car.velocity.copyFrom(motion);
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}
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}
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})();
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@@ -1,66 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.world.setSize(1920, 1920);
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myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
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myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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}
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var car: Phaser.Sprite;
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var melons: Phaser.Group;
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function create() {
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myGame.add.sprite(0, 0, 'grid');
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melons = myGame.add.group();
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for (var i = 0; i < 100; i++)
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{
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var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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tempSprite.scrollFactor.setTo(1.2, 1.2);
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melons.add(tempSprite);
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}
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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}
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function update() {
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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car.angularVelocity = -200;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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car.angularVelocity = 200;
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}
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
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car.velocity.copyFrom(motion);
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}
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}
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})();
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@@ -1,32 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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myGame.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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myGame.loader.addImageFile('card', 'assets/sprites/mana_card.png');
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myGame.loader.load();
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}
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var items;
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var card;
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function create() {
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items = myGame.add.group();
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// Items are rendered in the depth order in which they are added to the Group
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items.add(myGame.add.sprite(64, 100, 'atari1'));
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card = items.add(myGame.add.sprite(240, 80, 'card'));
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items.add(myGame.add.sprite(280, 100, 'atari2'));
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myGame.input.onTap.addOnce(removeCard, this);
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}
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function removeCard() {
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// Now let's kill the card sprite
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card.kill();
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myGame.input.onTap.addOnce(replaceCard, this);
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}
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function replaceCard() {
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// And bring it back to life again - I assume it will render in the same place as before?
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var bob = items.getFirstDead();
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bob.revive();
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}
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function update() {
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}
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})();
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@@ -1,56 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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myGame.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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myGame.loader.addImageFile('card', 'assets/sprites/mana_card.png');
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myGame.loader.load();
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}
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var items: Phaser.Group;
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var card: Phaser.Sprite;
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function create() {
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items = myGame.add.group();
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// Items are rendered in the depth order in which they are added to the Group
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items.add(myGame.add.sprite(64, 100, 'atari1'));
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card = <Phaser.Sprite> items.add(myGame.add.sprite(240, 80, 'card'));
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items.add(myGame.add.sprite(280, 100, 'atari2'));
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myGame.input.onTap.addOnce(removeCard, this);
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}
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function removeCard() {
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// Now let's kill the card sprite
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card.kill();
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myGame.input.onTap.addOnce(replaceCard, this);
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}
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function replaceCard() {
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// And bring it back to life again - I assume it will render in the same place as before?
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var bob = items.getFirstDead();
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bob.revive();
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}
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function update() {
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}
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})();
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@@ -1,35 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Here we create a quite tiny game (320x240 in size)
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var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
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function init() {
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// This sets a limit on the up-scale
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myGame.stage.scale.maxWidth = 640;
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myGame.stage.scale.maxHeight = 480;
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// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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}
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function create() {
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myGame.world.setSize(2000, 2000);
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for(var i = 0; i < 1000; i++) {
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myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
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}
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}
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function update() {
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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myGame.camera.scroll.x -= 4;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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myGame.camera.scroll.x += 4;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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myGame.camera.scroll.y -= 4;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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myGame.camera.scroll.y += 4;
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}
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}
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function render() {
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myGame.input.renderDebugInfo(16, 16);
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}
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})();
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@@ -1,62 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Here we create a quite tiny game (320x240 in size)
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var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
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function init() {
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// This sets a limit on the up-scale
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myGame.stage.scale.maxWidth = 640;
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myGame.stage.scale.maxHeight = 480;
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// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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}
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function create() {
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myGame.world.setSize(2000, 2000);
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for (var i = 0; i < 1000; i++)
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{
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myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
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}
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}
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function update() {
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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myGame.camera.scroll.x -= 4;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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myGame.camera.scroll.x += 4;
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}
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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myGame.camera.scroll.y -= 4;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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myGame.camera.scroll.y += 4;
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}
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}
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function render() {
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myGame.input.renderDebugInfo(16, 16);
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}
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})();
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@@ -1,23 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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function init() {
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myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
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myGame.loader.load();
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}
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function create() {
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console.log('dragons 8');
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myGame.input.onDown.add(test1, this);
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}
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function test1() {
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console.log('down');
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}
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function update() {
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}
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function render() {
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myGame.input.pointer1.renderDebug();
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myGame.input.pointer2.renderDebug();
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myGame.input.pointer3.renderDebug();
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myGame.input.pointer4.renderDebug();
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}
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})();
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@@ -1,40 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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function init() {
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myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
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myGame.loader.load();
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}
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function create() {
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console.log('dragons 8');
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myGame.input.onDown.add(test1, this);
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}
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function test1() {
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console.log('down');
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}
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function update() {
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}
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function render() {
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myGame.input.pointer1.renderDebug();
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myGame.input.pointer2.renderDebug();
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myGame.input.pointer3.renderDebug();
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myGame.input.pointer4.renderDebug();
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||||
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}
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})();
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@@ -1,39 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
|
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
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function init() {
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myGame.loader.addImageFile('ball0', 'assets/sprites/yellow_ball.png');
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myGame.loader.addImageFile('ball1', 'assets/sprites/aqua_ball.png');
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myGame.loader.addImageFile('ball2', 'assets/sprites/blue_ball.png');
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myGame.loader.addImageFile('ball3', 'assets/sprites/green_ball.png');
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myGame.loader.addImageFile('ball4', 'assets/sprites/red_ball.png');
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myGame.loader.addImageFile('ball5', 'assets/sprites/purple_ball.png');
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myGame.loader.load();
|
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}
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var balls;
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function create() {
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balls = myGame.add.group();
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myGame.input.onTap.add(tapped, this);
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}
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function tapped(pointer, doubleTap) {
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if(balls.countDead() > 0) {
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var tempBall = balls.getFirstDead();
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tempBall.revive();
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tempBall.x = pointer.x;
|
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tempBall.y = pointer.y;
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} else {
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var tempBall = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
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tempBall.setBoundsFromWorld(Phaser.GameObject.OUT_OF_BOUNDS_KILL);
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balls.add(tempBall);
|
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}
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tempBall.velocity.y = 150;
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if(doubleTap) {
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tempBall.scale.setTo(4, 4);
|
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}
|
||||
}
|
||||
function update() {
|
||||
}
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||||
function render() {
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myGame.input.renderDebugInfo(16, 16);
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||||
}
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||||
})();
|
||||
@@ -1,64 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('ball0', 'assets/sprites/yellow_ball.png');
|
||||
myGame.loader.addImageFile('ball1', 'assets/sprites/aqua_ball.png');
|
||||
myGame.loader.addImageFile('ball2', 'assets/sprites/blue_ball.png');
|
||||
myGame.loader.addImageFile('ball3', 'assets/sprites/green_ball.png');
|
||||
myGame.loader.addImageFile('ball4', 'assets/sprites/red_ball.png');
|
||||
myGame.loader.addImageFile('ball5', 'assets/sprites/purple_ball.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var balls: Phaser.Group;
|
||||
|
||||
function create() {
|
||||
|
||||
balls = myGame.add.group();
|
||||
|
||||
myGame.input.onTap.add(tapped, this);
|
||||
|
||||
}
|
||||
|
||||
function tapped(pointer: Phaser.Pointer, doubleTap: bool) {
|
||||
|
||||
if (balls.countDead() > 0)
|
||||
{
|
||||
var tempBall: Phaser.Sprite = <Phaser.Sprite> balls.getFirstDead();
|
||||
tempBall.revive();
|
||||
tempBall.x = pointer.x;
|
||||
tempBall.y = pointer.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
var tempBall: Phaser.Sprite = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
|
||||
tempBall.setBoundsFromWorld(Phaser.GameObject.OUT_OF_BOUNDS_KILL);
|
||||
balls.add(tempBall);
|
||||
}
|
||||
|
||||
tempBall.velocity.y = 150;
|
||||
|
||||
if (doubleTap)
|
||||
{
|
||||
tempBall.scale.setTo(4, 4);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
myGame.input.renderDebugInfo(16, 16);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,19 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
function init() {
|
||||
}
|
||||
function create() {
|
||||
// We lock the game to allowing only 1 Pointer active
|
||||
// This means on multi-touch systems it will ignore any extra fingers placed down beyond the first
|
||||
myGame.input.maxPointers = 1;
|
||||
}
|
||||
function update() {
|
||||
}
|
||||
function render() {
|
||||
myGame.input.renderDebugInfo(16, 16);
|
||||
myGame.input.pointer1.renderDebug(true);
|
||||
myGame.input.pointer2.renderDebug(true);
|
||||
myGame.input.pointer3.renderDebug(true);
|
||||
}
|
||||
})();
|
||||
@@ -1,31 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
|
||||
function init() {
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// We lock the game to allowing only 1 Pointer active
|
||||
// This means on multi-touch systems it will ignore any extra fingers placed down beyond the first
|
||||
myGame.input.maxPointers = 1;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
myGame.input.renderDebugInfo(16, 16);
|
||||
|
||||
myGame.input.pointer1.renderDebug(true);
|
||||
myGame.input.pointer2.renderDebug(true);
|
||||
myGame.input.pointer3.renderDebug(true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,4 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600);
|
||||
})();
|
||||
@@ -1,7 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600);
|
||||
|
||||
})();
|
||||
@@ -1,46 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = 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 = myGame.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 + myGame.input.x;
|
||||
//var y: number = yyy + myGame.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();
|
||||
}
|
||||
})();
|
||||
@@ -1,61 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = 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 = myGame.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 + myGame.input.x;
|
||||
//var y: number = yyy + myGame.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();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,25 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('balls', 'assets/sprites/balls.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var scroller;
|
||||
function create() {
|
||||
// The source image (balls.png) is only 102x17 in size, but we want it to create a scroll the size of the whole game window.
|
||||
// We can take advantage of the way a ScrollZone can create a seamless pattern for us automatically.
|
||||
// If you create a ScrollRegion larger than the source texture, it'll create a DynamicTexture and perform a pattern fill on it and use that
|
||||
// for rendering.
|
||||
// We've rounded the height up to 612 because in order to have a seamless pattern it needs to be a multiple of 17 (the height of the source image)
|
||||
scroller = myGame.add.scrollZone('balls', 0, 0, 800, 612);
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
}
|
||||
function update() {
|
||||
// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
|
||||
scroller.currentRegion.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.currentRegion.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
}
|
||||
})();
|
||||
@@ -1,41 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('balls', 'assets/sprites/balls.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var scroller: Phaser.ScrollZone;
|
||||
|
||||
function create() {
|
||||
|
||||
// The source image (balls.png) is only 102x17 in size, but we want it to create a scroll the size of the whole game window.
|
||||
// We can take advantage of the way a ScrollZone can create a seamless pattern for us automatically.
|
||||
// If you create a ScrollRegion larger than the source texture, it'll create a DynamicTexture and perform a pattern fill on it and use that
|
||||
// for rendering.
|
||||
|
||||
// We've rounded the height up to 612 because in order to have a seamless pattern it needs to be a multiple of 17 (the height of the source image)
|
||||
scroller = myGame.add.scrollZone('balls', 0, 0, 800, 612);
|
||||
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
|
||||
scroller.currentRegion.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.currentRegion.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,95 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('nashwan', 'assets/sprites/xenon2_ship.png');
|
||||
myGame.loader.addImageFile('starfield', 'assets/misc/starfield.jpg');
|
||||
myGame.loader.addImageFile('jet', 'assets/sprites/particle1.png');
|
||||
myGame.loader.addImageFile('bullet', 'assets/misc/bullet1.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var scroller;
|
||||
var emitter;
|
||||
var ship;
|
||||
var bullets;
|
||||
var speed = 0;
|
||||
var fireRate = 0;
|
||||
var shipMotion;
|
||||
function create() {
|
||||
scroller = myGame.add.scrollZone('starfield', 0, 0, 1024, 1024);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
|
||||
emitter.makeParticles('jet', 250, false, 0);
|
||||
emitter.setRotation(0, 0);
|
||||
// Looks like a smoke trail!
|
||||
//emitter.globalCompositeOperation = 'xor';
|
||||
// Looks way cool :)
|
||||
emitter.globalCompositeOperation = 'lighter';
|
||||
bullets = myGame.add.group(50);
|
||||
// Create our bullet pool
|
||||
for(var i = 0; i < 50; i++) {
|
||||
var tempBullet = new Phaser.Sprite(myGame, myGame.stage.centerX, myGame.stage.centerY, 'bullet');
|
||||
tempBullet.exists = false;
|
||||
tempBullet.rotationOffset = 90;
|
||||
tempBullet.setBounds(-100, -100, 900, 700);
|
||||
tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
|
||||
bullets.add(tempBullet);
|
||||
}
|
||||
ship = myGame.add.sprite(myGame.stage.centerX, myGame.stage.centerY, 'nashwan');
|
||||
// We do this because the ship was drawn facing up, but 0 degrees is pointing to the right
|
||||
ship.rotationOffset = 90;
|
||||
myGame.input.onDown.add(test, this);
|
||||
}
|
||||
function test(event) {
|
||||
myGame.stage.scale.startFullScreen();
|
||||
}
|
||||
function update() {
|
||||
ship.angularVelocity = 0;
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
ship.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
ship.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
speed += 0.1;
|
||||
if(speed > 10) {
|
||||
speed = 10;
|
||||
}
|
||||
} else {
|
||||
speed -= 0.1;
|
||||
if(speed < 0) {
|
||||
speed = 0;
|
||||
}
|
||||
}
|
||||
shipMotion = myGame.motion.velocityFromAngle(ship.angle, speed);
|
||||
scroller.setSpeed(shipMotion.x, shipMotion.y);
|
||||
// emit particles
|
||||
if(speed > 2) {
|
||||
// We use the opposite of the motion because the jets emit out the back of the ship
|
||||
// The 20 and 30 values just keep them nice and fast
|
||||
emitter.setXSpeed(-(shipMotion.x * 20), -(shipMotion.x * 30));
|
||||
emitter.setYSpeed(-(shipMotion.y * 20), -(shipMotion.y * 30));
|
||||
emitter.emitParticle();
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) {
|
||||
fire();
|
||||
}
|
||||
}
|
||||
function recycleBullet(bullet) {
|
||||
if(bullet.exists && bullet.x < -40 || bullet.x > 840 || bullet.y < -40 || bullet.y > 640) {
|
||||
bullet.exists = false;
|
||||
}
|
||||
}
|
||||
function fire() {
|
||||
if(myGame.time.now > fireRate) {
|
||||
var b = bullets.getFirstAvailable();
|
||||
b.x = ship.x;
|
||||
b.y = ship.y - 26;
|
||||
var bulletMotion = myGame.motion.velocityFromAngle(ship.angle, 400);
|
||||
b.revive();
|
||||
b.angle = ship.angle;
|
||||
b.velocity.setTo(bulletMotion.x, bulletMotion.y);
|
||||
fireRate = myGame.time.now + 100;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -1,151 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('nashwan', 'assets/sprites/xenon2_ship.png');
|
||||
myGame.loader.addImageFile('starfield', 'assets/misc/starfield.jpg');
|
||||
myGame.loader.addImageFile('jet', 'assets/sprites/particle1.png');
|
||||
myGame.loader.addImageFile('bullet', 'assets/misc/bullet1.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var scroller: Phaser.ScrollZone;
|
||||
var emitter: Phaser.Emitter;
|
||||
var ship: Phaser.Sprite;
|
||||
var bullets: Phaser.Group;
|
||||
|
||||
var speed: number = 0;
|
||||
var fireRate: number = 0;
|
||||
var shipMotion: Phaser.Point;
|
||||
|
||||
function create() {
|
||||
|
||||
scroller = myGame.add.scrollZone('starfield', 0, 0, 1024, 1024);
|
||||
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
|
||||
emitter.makeParticles('jet', 250, false, 0);
|
||||
emitter.setRotation(0, 0);
|
||||
|
||||
// Looks like a smoke trail!
|
||||
//emitter.globalCompositeOperation = 'xor';
|
||||
|
||||
// Looks way cool :)
|
||||
emitter.globalCompositeOperation = 'lighter';
|
||||
|
||||
bullets = myGame.add.group(50);
|
||||
|
||||
// Create our bullet pool
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var tempBullet = new Phaser.Sprite(myGame, myGame.stage.centerX, myGame.stage.centerY, 'bullet');
|
||||
tempBullet.exists = false;
|
||||
tempBullet.rotationOffset = 90;
|
||||
tempBullet.setBounds(-100, -100, 900, 700);
|
||||
tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
|
||||
bullets.add(tempBullet);
|
||||
}
|
||||
|
||||
ship = myGame.add.sprite(myGame.stage.centerX, myGame.stage.centerY, 'nashwan');
|
||||
|
||||
// We do this because the ship was drawn facing up, but 0 degrees is pointing to the right
|
||||
ship.rotationOffset = 90;
|
||||
|
||||
myGame.input.onDown.add(test, this);
|
||||
|
||||
}
|
||||
|
||||
function test(event) {
|
||||
|
||||
myGame.stage.scale.startFullScreen();
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
ship.angularVelocity = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
ship.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
ship.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
speed += 0.1;
|
||||
|
||||
if (speed > 10)
|
||||
{
|
||||
speed = 10;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
speed -= 0.1;
|
||||
|
||||
if (speed < 0) {
|
||||
speed = 0;
|
||||
}
|
||||
}
|
||||
|
||||
shipMotion = myGame.motion.velocityFromAngle(ship.angle, speed);
|
||||
|
||||
scroller.setSpeed(shipMotion.x, shipMotion.y);
|
||||
|
||||
// emit particles
|
||||
if (speed > 2)
|
||||
{
|
||||
// We use the opposite of the motion because the jets emit out the back of the ship
|
||||
// The 20 and 30 values just keep them nice and fast
|
||||
emitter.setXSpeed(-(shipMotion.x * 20), -(shipMotion.x * 30));
|
||||
emitter.setYSpeed(-(shipMotion.y * 20), -(shipMotion.y * 30));
|
||||
emitter.emitParticle();
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
|
||||
{
|
||||
fire();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function recycleBullet(bullet:Phaser.Sprite) {
|
||||
|
||||
if (bullet.exists && bullet.x < -40 || bullet.x > 840 || bullet.y < -40 || bullet.y > 640)
|
||||
{
|
||||
bullet.exists = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function fire() {
|
||||
|
||||
if (myGame.time.now > fireRate)
|
||||
{
|
||||
var b:Phaser.Sprite = bullets.getFirstAvailable();
|
||||
|
||||
b.x = ship.x;
|
||||
b.y = ship.y - 26;
|
||||
|
||||
var bulletMotion = myGame.motion.velocityFromAngle(ship.angle, 400);
|
||||
|
||||
b.revive();
|
||||
b.angle = ship.angle;
|
||||
b.velocity.setTo(bulletMotion.x, bulletMotion.y);
|
||||
|
||||
fireRate = myGame.time.now + 100;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,31 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('starray', 'assets/pics/auto_scroll_landscape.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
var zone = myGame.add.scrollZone('starray');
|
||||
// Hide the default region (the full image)
|
||||
zone.currentRegion.visible = false;
|
||||
var y = 0;
|
||||
var speed = 16;
|
||||
// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
|
||||
for(var z = 0; z < 32; z++) {
|
||||
zone.addRegion(0, y, 640, 10, speed);
|
||||
if(z <= 15) {
|
||||
speed -= 1;
|
||||
} else {
|
||||
speed += 1;
|
||||
}
|
||||
if(z == 15) {
|
||||
y = 240;
|
||||
speed += 1;
|
||||
} else {
|
||||
y += 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -1,53 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('starray', 'assets/pics/auto_scroll_landscape.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var zone: Phaser.ScrollZone = myGame.add.scrollZone('starray');
|
||||
|
||||
// Hide the default region (the full image)
|
||||
zone.currentRegion.visible = false;
|
||||
|
||||
var y:number = 0;
|
||||
var speed:number = 16;
|
||||
|
||||
// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
|
||||
for (var z:number = 0; z < 32; z++)
|
||||
{
|
||||
zone.addRegion(0, y, 640, 10, speed);
|
||||
|
||||
if (z <= 15)
|
||||
{
|
||||
speed -= 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
speed += 1;
|
||||
}
|
||||
|
||||
if (z == 15)
|
||||
{
|
||||
y = 240;
|
||||
speed += 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
y += 10;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,22 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('angelDawn', 'assets/pics/game14_angel_dawn.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var scroller;
|
||||
function create() {
|
||||
// This creates our ScrollZone centered in the middle of the stage.
|
||||
scroller = myGame.add.scrollZone('angelDawn', myGame.stage.centerX - 320, 100);
|
||||
// By default we won't scroll the full image, but we will create 3 ScrollRegions within it:
|
||||
// This creates a ScrollRegion which can be thought of as a rectangle within the ScrollZone that can be scrolled
|
||||
// independantly - this one scrolls the image of the spacemans head
|
||||
scroller.addRegion(32, 32, 352, 240, 0, 2);
|
||||
// The head in the top right
|
||||
scroller.addRegion(480, 30, 96, 96, 4, 0);
|
||||
// The small piece of text
|
||||
scroller.addRegion(466, 160, 122, 14, 0, -0.5);
|
||||
}
|
||||
})();
|
||||
@@ -1,37 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('angelDawn', 'assets/pics/game14_angel_dawn.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var scroller: Phaser.ScrollZone;
|
||||
|
||||
function create() {
|
||||
|
||||
// This creates our ScrollZone centered in the middle of the stage.
|
||||
scroller = myGame.add.scrollZone('angelDawn', myGame.stage.centerX - 320, 100);
|
||||
|
||||
// By default we won't scroll the full image, but we will create 3 ScrollRegions within it:
|
||||
|
||||
// This creates a ScrollRegion which can be thought of as a rectangle within the ScrollZone that can be scrolled
|
||||
// independantly - this one scrolls the image of the spacemans head
|
||||
scroller.addRegion(32, 32, 352, 240, 0, 2);
|
||||
|
||||
// The head in the top right
|
||||
scroller.addRegion(480, 30, 96, 96, 4, 0);
|
||||
|
||||
// The small piece of text
|
||||
scroller.addRegion(466, 160, 122, 14, 0, -0.5);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,18 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
|
||||
myGame.loader.addImageFile('overlay', 'assets/pics/scrollframe.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var scroller;
|
||||
function create() {
|
||||
// This creates our ScrollZone. It is positioned at x32 y32 (world coodinates)
|
||||
// and is a size of 352x240 (which matches the window in our overlay image)
|
||||
scroller = myGame.add.scrollZone('dragonsun', 32, 32, 352, 240);
|
||||
scroller.setSpeed(2, 2);
|
||||
myGame.add.sprite(0, 0, 'overlay');
|
||||
}
|
||||
})();
|
||||
@@ -1,31 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
|
||||
myGame.loader.addImageFile('overlay', 'assets/pics/scrollframe.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var scroller: Phaser.ScrollZone;
|
||||
|
||||
function create() {
|
||||
|
||||
// This creates our ScrollZone. It is positioned at x32 y32 (world coodinates)
|
||||
// and is a size of 352x240 (which matches the window in our overlay image)
|
||||
scroller = myGame.add.scrollZone('dragonsun', 32, 32, 352, 240);
|
||||
|
||||
scroller.setSpeed(2, 2);
|
||||
|
||||
myGame.add.sprite(0, 0, 'overlay');
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,16 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('crystal', 'assets/pics/jim_sachs_time_crystal.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
// This creates our ScrollZone. It is positioned at x0 y0 (world coodinates) by default and uses
|
||||
// the 'crystal' image from the cache.
|
||||
// The default is for the scroll zone to create 1 new scrolling region the size of the whole image you gave it.
|
||||
// For this example we'll keep that, but look at the other tests to see reasons why you may not want to.
|
||||
myGame.add.scrollZone('crystal').setSpeed(4, 2);
|
||||
}
|
||||
})();
|
||||
@@ -1,28 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('crystal', 'assets/pics/jim_sachs_time_crystal.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
// This creates our ScrollZone. It is positioned at x0 y0 (world coodinates) by default and uses
|
||||
// the 'crystal' image from the cache.
|
||||
|
||||
// The default is for the scroll zone to create 1 new scrolling region the size of the whole image you gave it.
|
||||
// For this example we'll keep that, but look at the other tests to see reasons why you may not want to.
|
||||
|
||||
myGame.add.scrollZone('crystal').setSpeed(4, 2);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,27 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var teddy;
|
||||
function create() {
|
||||
teddy = myGame.add.sprite(0, 0, 'teddy');
|
||||
teddy.x = myGame.stage.centerX - teddy.width / 2;
|
||||
teddy.y = myGame.stage.centerY - teddy.height / 2;
|
||||
myGame.input.onDown.add(click, this);
|
||||
teddy.renderDebug = true;
|
||||
}
|
||||
function click() {
|
||||
if(teddy.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT) {
|
||||
teddy.align = Phaser.GameObject.ALIGN_TOP_LEFT;
|
||||
} else {
|
||||
teddy.align++;
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
teddy.x = myGame.input.x;
|
||||
teddy.y = myGame.input.y;
|
||||
}
|
||||
})();
|
||||
@@ -1,50 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var teddy: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
teddy = myGame.add.sprite(0, 0, 'teddy');
|
||||
|
||||
teddy.x = myGame.stage.centerX - teddy.width / 2;
|
||||
teddy.y = myGame.stage.centerY - teddy.height / 2;
|
||||
|
||||
myGame.input.onDown.add(click, this);
|
||||
|
||||
teddy.renderDebug = true;
|
||||
|
||||
}
|
||||
|
||||
function click() {
|
||||
|
||||
if (teddy.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT)
|
||||
{
|
||||
teddy.align = Phaser.GameObject.ALIGN_TOP_LEFT;
|
||||
}
|
||||
else
|
||||
{
|
||||
teddy.align++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
teddy.x = myGame.input.x;
|
||||
teddy.y = myGame.input.y;
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,34 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = myGame.add.sprite(myGame.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() {
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = myGame.stage.width;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -1,40 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = myGame.add.sprite(myGame.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() {
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = myGame.stage.width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,59 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var wobblyBall;
|
||||
function create() {
|
||||
// Create our DynamicTexture
|
||||
wobblyBall = myGame.add.dynamicTexture(32, 64);
|
||||
// And apply it to 100 randomly positioned sprites
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var temp = myGame.add.sprite(myGame.world.randomX, myGame.world.randomY);
|
||||
temp.width = 32;
|
||||
temp.height = 64;
|
||||
temp.loadDynamicTexture(wobblyBall);
|
||||
}
|
||||
// Populate the wave with some data
|
||||
waveData = myGame.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(myGame.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;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -1,82 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var wobblyBall: Phaser.DynamicTexture;
|
||||
|
||||
function create() {
|
||||
|
||||
// Create our DynamicTexture
|
||||
wobblyBall = myGame.add.dynamicTexture(32, 64);
|
||||
|
||||
// And apply it to 100 randomly positioned sprites
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var temp = myGame.add.sprite(myGame.world.randomX, myGame.world.randomY);
|
||||
temp.width = 32;
|
||||
temp.height = 64;
|
||||
temp.loadDynamicTexture(wobblyBall);
|
||||
}
|
||||
|
||||
// Populate the wave with some data
|
||||
waveData = myGame.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(myGame.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;
|
||||
}
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,32 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = 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
|
||||
myGame.loader.addTextureAtlas('bits', 'assets/sprites/shoebox.png', 'assets/sprites/shoebox.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
myGame.loader.load();
|
||||
}
|
||||
var bits;
|
||||
var bot;
|
||||
function create() {
|
||||
bot = myGame.add.sprite(800, 200, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
bits = myGame.add.sprite(200, 200, 'bits');
|
||||
bits.frame = 0;
|
||||
bot.velocity.x = -300;
|
||||
}
|
||||
function update() {
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = myGame.stage.width;
|
||||
bits.frame++;
|
||||
console.log(bits.frame, bits.animations.frameTotal);
|
||||
if(bits.frame == bits.animations.frameTotal - 1) {
|
||||
bits.frame = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -1,52 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = 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
|
||||
myGame.loader.addTextureAtlas('bits', 'assets/sprites/shoebox.png', 'assets/sprites/shoebox.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var bits: Phaser.Sprite;
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = myGame.add.sprite(800, 200, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
bits = myGame.add.sprite(200, 200, 'bits');
|
||||
bits.frame = 0;
|
||||
|
||||
bot.velocity.x = -300;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = myGame.stage.width;
|
||||
|
||||
bits.frame++;
|
||||
console.log(bits.frame, bits.animations.frameTotal);
|
||||
|
||||
if (bits.frame == bits.animations.frameTotal - 1)
|
||||
{
|
||||
bits.frame = 0;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,25 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = 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 string of json data stored as a var
|
||||
// (in this case botData)
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
|
||||
myGame.loader.load();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
bot.velocity.x = -100;
|
||||
}
|
||||
function update() {
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = myGame.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 }}]}';
|
||||
})();
|
||||
@@ -1,43 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = 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 string of json data stored as a var
|
||||
// (in this case botData)
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
|
||||
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
bot.velocity.x = -100;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = myGame.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 }}]}';
|
||||
|
||||
})();
|
||||
@@ -1,23 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = 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
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
bot.velocity.x = -100;
|
||||
}
|
||||
function update() {
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = myGame.stage.width;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -1,40 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = 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
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
|
||||
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
bot.velocity.x = -100;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = myGame.stage.width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,32 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = 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
|
||||
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var chick;
|
||||
var car;
|
||||
var mech;
|
||||
var robot;
|
||||
var cop;
|
||||
function create() {
|
||||
myGame.camera.backgroundColor = 'rgb(40, 40, 40)';
|
||||
chick = myGame.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 = myGame.add.sprite(600, 64, 'atlas');
|
||||
cop.frameName = 'ladycop.png';
|
||||
robot = myGame.add.sprite(50, 300, 'atlas');
|
||||
robot.frameName = 'robot.png';
|
||||
car = myGame.add.sprite(100, 400, 'atlas');
|
||||
car.frameName = 'supercars_parsec.png';
|
||||
mech = myGame.add.sprite(250, 100, 'atlas');
|
||||
mech.frameName = 'titan_mech.png';
|
||||
}
|
||||
})();
|
||||
@@ -1,50 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = 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
|
||||
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var chick: Phaser.Sprite;
|
||||
var car: Phaser.Sprite;
|
||||
var mech: Phaser.Sprite;
|
||||
var robot: Phaser.Sprite;
|
||||
var cop: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
myGame.camera.backgroundColor = 'rgb(40, 40, 40)';
|
||||
|
||||
chick = myGame.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 = myGame.add.sprite(600, 64, 'atlas');
|
||||
cop.frameName = 'ladycop.png';
|
||||
|
||||
robot = myGame.add.sprite(50, 300, 'atlas');
|
||||
robot.frameName = 'robot.png';
|
||||
|
||||
car = myGame.add.sprite(100, 400, 'atlas');
|
||||
car.frameName = 'supercars_parsec.png';
|
||||
|
||||
mech = myGame.add.sprite(250, 100, 'atlas');
|
||||
mech.frameName = 'titan_mech.png';
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,271 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
// Texture Atlas Method 1
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is a real json object stored as a var
|
||||
// (in this case botData)
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
|
||||
myGame.loader.load();
|
||||
}
|
||||
var bot;
|
||||
function create() {
|
||||
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
bot.velocity.x = -100;
|
||||
}
|
||||
function update() {
|
||||
if(bot.x < -bot.width) {
|
||||
bot.x = myGame.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": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$"
|
||||
}
|
||||
};
|
||||
})();
|
||||
@@ -1,143 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
// Texture Atlas Method 1
|
||||
//
|
||||
// In this example we assume that the TexturePacker JSON data is a real json object stored as a var
|
||||
// (in this case botData)
|
||||
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var bot: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
|
||||
|
||||
bot.animations.add('run');
|
||||
bot.animations.play('run', 10, true);
|
||||
|
||||
bot.velocity.x = -100;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (bot.x < -bot.width)
|
||||
{
|
||||
bot.x = myGame.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": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$"
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
@@ -1,22 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var atari;
|
||||
function create() {
|
||||
atari = myGame.add.sprite(300, 0, 'atari');
|
||||
startBounceTween();
|
||||
}
|
||||
function startBounceTween() {
|
||||
atari.y = 0;
|
||||
var bounce = myGame.add.tween(atari);
|
||||
bounce.to({
|
||||
y: 500
|
||||
}, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out);
|
||||
bounce.onComplete.add(startBounceTween, this);
|
||||
bounce.start();
|
||||
}
|
||||
})();
|
||||
@@ -1,36 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var atari: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
atari = myGame.add.sprite(300, 0, 'atari');
|
||||
|
||||
startBounceTween();
|
||||
}
|
||||
|
||||
function startBounceTween() {
|
||||
|
||||
atari.y = 0;
|
||||
|
||||
var bounce: Phaser.Tween = myGame.add.tween(atari);
|
||||
|
||||
bounce.to({ y: 500 }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out);
|
||||
bounce.onComplete.add(startBounceTween, this);
|
||||
bounce.start();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -1,15 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
var atari = myGame.add.sprite(300, 0, 'atari');
|
||||
// Here is the short-hand way of creating a tween, by chaining the call to it:
|
||||
myGame.add.tween(atari).to({
|
||||
y: 400
|
||||
}, 5000, Phaser.Easing.Elastic.Out, true);
|
||||
}
|
||||
})();
|
||||
@@ -1,24 +0,0 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
var atari = myGame.add.sprite(300, 0, 'atari');
|
||||
|
||||
// Here is the short-hand way of creating a tween, by chaining the call to it:
|
||||
myGame.add.tween(atari).to({ y: 400 }, 5000, Phaser.Easing.Elastic.Out, true);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
Reference in New Issue
Block a user