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46 tests with assets and javascript code.
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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var robot;
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var eye, body, leftArm, rightArm, leftLeg, rightLeg;
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var draggable;
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function init() {
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game.load.image('eye', 'assets/sprites/robot/eye.png');
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game.load.image('body', 'assets/sprites/robot/body.png');
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game.load.image('arm-l', 'assets/sprites/robot/arm-l.png');
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game.load.image('arm-r', 'assets/sprites/robot/arm-r.png');
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game.load.image('leg-l', 'assets/sprites/robot/leg-l.png');
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game.load.image('leg-r', 'assets/sprites/robot/leg-r.png');
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game.load.start();
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}
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function create() {
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// Add some items.
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var item;
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for (var i = 0; i < 3; i++) {
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// Give the items a different alpha increase speed.
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item = game.add.sprite(290, 98 * (i + 1), 'item', i);
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// An item besides the left one.
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item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3);
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}
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// Use groups of sprites to create a big robot.
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// Robot itself, you can subclass group class in a real game.
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robot = game.add.group();
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// Robot components.
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leftArm = robot.addNewSprite(90, 175, 'arm-l', 0, Phaser.Types.BODY_DISABLED);
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rightArm = robot.addNewSprite(549, 175, 'arm-r', 0, Phaser.Types.BODY_DISABLED);
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leftLeg = robot.addNewSprite(270, 325, 'leg-l', 0, Phaser.Types.BODY_DISABLED);
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rightLeg = robot.addNewSprite(410, 325, 'leg-r', 0, Phaser.Types.BODY_DISABLED);
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body = robot.addNewSprite(219, 32, 'body', 0, Phaser.Types.BODY_DISABLED);
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eye = robot.addNewSprite(335, 173,'eye', 0, Phaser.Types.BODY_DISABLED);
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}
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function update() {
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// Change parent's rotation to change all the childs.
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// robot.transform.rotation += 2;
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game.world.group.transform.rotation += 2;
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}
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function render() {
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Phaser.DebugUtils.context.fillStyle = 'rgb(0, 160, 213)';
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Phaser.DebugUtils.context.fillText('The robot is a group and every component is a sprite.', 240, 580);
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}
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})();
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