mirror of
https://github.com/wassname/phaser.git
synced 2026-07-02 17:00:42 +08:00
Lots of new examples :)
Lots of new examples, the wip/examples folder can be destoryed I think
This commit is contained in:
@@ -0,0 +1,55 @@
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<?php
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$title = "Go fullscreen";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update,render:render});
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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}
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function create() {
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var sprite = game.add.sprite(0, 0, 'atari1');
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game.stage.backgroundColor = '#e3ed49';
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// // Testing iOS7 lack of fullscreen. Damnit.
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// document.documentElement['style'].minHeight = '2000px';
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// window.scrollTo(0, document.body.scrollHeight);
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game.input.onDown.add(gofull, this);
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}
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function gofull() {
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game.stage.scale.startFullScreen();
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}
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function update() {
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if (document.getElementsByTagName('body')[0].scrollTop > 1000)
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{
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game.stage.backgroundColor = '#87ff55';
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window.scrollTo(0, 0);
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}
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}
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function render () {
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game.debug.renderText('Tap to go fullscreen',15,150);
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -0,0 +1,65 @@
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<?php
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$title = "Using LinkedLists";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create });
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function preload() {
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game.load.image('alien', 'assets/sprites/space-baddie.png');
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game.load.image('ship', 'assets/sprites/shmup-ship.png');
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}
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var a;
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var b;
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var c;
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var d;
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var e;
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var f;
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var list;
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function create() {
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a = game.add.sprite(100, 100, 'ship');
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a.name = 's1';
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b = game.add.sprite(130, 100, 'ship');
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b.name = 's2';
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c = game.add.sprite(160, 100, 'ship');
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c.name = 's3';
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d = game.add.sprite(190, 100, 'alien');
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d.name = 'a1';
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e = game.add.sprite(220, 100, 'alien');
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e.name = 'a2';
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f = game.add.sprite(250, 100, 'alien');
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f.name = 'a3';
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list = new Phaser.LinkedList();
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list.add(a.input);
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list.add(b.input);
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list.add(c.input);
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list.add(d.input);
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list.add(e.input);
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list.add(f.input);
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list.dump();
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// list.remove(d.input);
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// list.dump();
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -0,0 +1,77 @@
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<?php
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$title = "Group length and sub groups";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,render:render});
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// Groups for storing friends and enemies, may use for collision later.
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var friendAndFoe,
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enemies;
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// Groups for teaming up stuff.
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var normalBaddies,
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purpleBaddies;
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function preload() {
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game.load.image('ufo', 'assets/sprites/ufo.png');
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game.load.image('baddie', 'assets/sprites/space-baddie.png');
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game.load.image('purple-baddie', 'assets/sprites/space-baddie-purple.png');
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}
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function create() {
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// Create some local groups for later use.
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friendAndFoe = game.add.group();
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enemies = game.add.group();
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normalBaddies = game.add.group();
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purpleBaddies = game.add.group();
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// Add both teams to enemies group, using the Pixi container otherwise it's impossible
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enemies.add(normalBaddies._container);
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enemies.add(purpleBaddies._container);
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// Create a ufo as a friend sprite.
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friendAndFoe.create(200, 240, 'ufo');
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// Create some enemies.
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for (var i = 0; i < 16; i++) {
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createBaddie();
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}
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// Tap to create new baddie sprites.
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game.input.onTap.add(createBaddie, this);
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}
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function createBaddie() {
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var baddie;
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// Of course, the baddies created will belong to their respective groups
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if (Math.random() > 0.5) {
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baddie = purpleBaddies.create(360 + Math.random() * 200, 120 + Math.random() * 200,
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'purple-baddie');
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}
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else {
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baddie = normalBaddies.create(360 + Math.random() * 200, 120 + Math.random() * 200,
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'baddie');
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}
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}
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function render() {
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game.debug.renderStyle = '#fff';
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game.debug.renderText('Tap screen or click to create new baddies.', 16, 24);
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game.debug.renderText('enemies: ' + enemies.length + ' (actually ' + enemies.length + ' groups)', 16, 48);
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game.debug.renderText('normal baddies: ' + normalBaddies.length, 16, 60);
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game.debug.renderText('purple baddies: ' + purpleBaddies.length, 16, 72);
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game.debug.renderText('friends: ' + friendAndFoe.length, 16, 96);
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -0,0 +1,52 @@
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<?php
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$title = "Swap children inside a group";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,render:render});
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('atari2', 'assets/sprites/atari800xl.png');
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}
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var atari1;
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var atari2;
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function create() {
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// Items are rendered in the depth order in which they are added to the Group
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atari1 = game.add.sprite(100, 100, 'atari1');
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atari2 = game.add.sprite(250, 90, 'atari2');
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game.input.onTap.add(swapSprites, this);
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}
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function swapSprites() {
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// The 2 Sprites are in the global world Group, but this will work for any Group:
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game.world.group.swap(atari1, atari2);
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}
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function render () {
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game.debug.renderText('Tap screen to swap the children and therefore swap their indexes.', 10, 280);
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -1,5 +1,5 @@
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<?php
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$title = "Test Title";
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$title = "How to drag a sprite";
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require('../head.php');
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?>
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@@ -0,0 +1,63 @@
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<?php
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$title = "Using a drop event to control the drag and drop";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,render:render});
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function preload() {
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game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
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}
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function create() {
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// Add some items to left side, and set a onDragStop listener
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// to limit its location when dropped.
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var item;
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for (var i = 0; i < 6; i++) {
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// Directly create sprites on the left group.
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item = game.add.sprite(90, 90 * i, 'item', i);
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// Enable input detection, then it's possible be dragged.
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item.input.start(0,true);
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// Make this item draggable.
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item.input.enableDrag();
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// Then we make it snap to left and right side,
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// also we make it only snap when released.
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item.input.enableSnap(90, 90, false, true);
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// Limit drop location to only the 2 columns.
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item.events.onDragStop.add(fixLocation);
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}
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}
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function render() {
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game.debug.renderText('Group Left.', 100, 560);
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game.debug.renderText('Group Right.', 280, 560);
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}
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function fixLocation(item) {
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// Move the items when it is already dropped.
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if (item.x < 90) {
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item.x = 90;
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}
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else if (item.x > 180 && item.x < 270) {
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item.x = 180;
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}
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else if (item.x > 360) {
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item.x = 270;
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}
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -0,0 +1,76 @@
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<?php
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$title = "Scale the game and explore it using the keyboard";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,update:update,render:render});
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function preload() {
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// This sets a limit on the up-scale
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game.stage.scale.maxWidth = 800;
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game.stage.scale.maxHeight = 600;
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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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game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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game.load.image('melon', 'assets/sprites/melon.png');
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}
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function create() {
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//We increase the size of our game world
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game.world.setSize(2000, 2000);
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for (var i = 0; i < 1000; i++)
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{
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//And spread some sprites inside it
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game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
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}
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}
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function update() {
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//This allows us to move the game camera using the keyboard
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.x -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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game.camera.x += 4;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.camera.y -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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game.camera.y += 4;
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}
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}
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function render() {
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game.debug.renderInputInfo(16, 16);
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -44,7 +44,7 @@
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game.add.sprite(900, 170, 'cloud2')
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.scrollFactor.setTo(0.7, 0.3);
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// Create a ufo spirte as player.
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// Create a ufo sprite as player.
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ufo = game.add.sprite(320, 240, 'ufo');
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ufo.anchor.setTo(0.5, 0.5);
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@@ -0,0 +1,54 @@
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<?php
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$title = "Enable horizontal drag bounds";
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require('../head.php');
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?>
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|
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<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,render:render});
|
||||
|
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function preload() {
|
||||
|
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// Using Phasers asset loader we load up a PNG from the assets folder
|
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game.load.image('sprite', 'assets/sprites/parsec.png');
|
||||
|
||||
|
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}
|
||||
|
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var sprite;
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function create() {
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game.stage.backgroundColor = 'rgb(85,85,85)';
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|
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sprite = game.add.sprite(200, 400, 'sprite');
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|
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// Enable Input detection. Sprites have this disabled by default,
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// so you have to start it if you want to interact with them.
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sprite.input.start(0,true);
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|
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// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
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// or if it will snap to the center (true)
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sprite.input.enableDrag();
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// This will lock the sprite so it can only be dragged horizontally, not vertically
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||||
sprite.input.allowVerticalDrag = false;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
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||||
game.debug.renderInputInfo(32, 32);
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game.debug.renderSpriteInputInfo(sprite, 300, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
@@ -0,0 +1,54 @@
|
||||
<?php
|
||||
$title = "Enable vertical drag bounds";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,render:render});
|
||||
|
||||
function preload() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.load.image('sprite', 'assets/sprites/darkwing_crazy.png');
|
||||
|
||||
|
||||
}
|
||||
|
||||
var sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(85,85,85)';
|
||||
|
||||
sprite = game.add.sprite(200, 200, 'sprite');
|
||||
|
||||
// Enable Input detection. Sprites have this disabled by default,
|
||||
// so you have to start it if you want to interact with them.
|
||||
sprite.input.start(0,true);
|
||||
|
||||
// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
|
||||
// or if it will snap to the center (true)
|
||||
sprite.input.enableDrag();
|
||||
|
||||
// This will lock the sprite so it can only be dragged vertically, not horizontally
|
||||
sprite.input.allowHorizontalDrag = false;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderInputInfo(32, 32);
|
||||
game.debug.renderSpriteInputInfo(sprite, 300, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
@@ -7,13 +7,8 @@
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', {create: create, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
// game.load.image('disk', 'assets/sprites/ra_dont_crack_under_pressure.png');
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
@@ -21,9 +16,6 @@
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderPointer(game.input.mousePointer);
|
||||
|
||||
@@ -0,0 +1,127 @@
|
||||
<?php
|
||||
$title = "Overriding the browser's default keyboard behaviour";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,update:update,render:render });
|
||||
|
||||
var ufo,
|
||||
leftBtn,
|
||||
rightBtn;
|
||||
var speed=4;
|
||||
|
||||
function preload() {
|
||||
game.world.setSize(1280, 600);
|
||||
game.load.image('ground', 'assets/tests/ground-2x.png');
|
||||
game.load.image('river', 'assets/tests/river-2x.png');
|
||||
game.load.image('sky', 'assets/tests/sky-2x.png');
|
||||
game.load.image('cloud0', 'assets/tests/cloud-big-2x.png');
|
||||
game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png');
|
||||
game.load.image('cloud2', 'assets/tests/cloud-small-2x.png');
|
||||
|
||||
game.load.spritesheet('button', 'assets/buttons/arrow-button.png', 112, 95);
|
||||
game.load.image('spacebar', 'assets/buttons/spacebar.png');
|
||||
|
||||
|
||||
game.load.image('ufo', 'assets/sprites/ufo.png');
|
||||
|
||||
|
||||
}
|
||||
function create() {
|
||||
// background images
|
||||
game.add.sprite(0, 0, 'sky')
|
||||
.scrollFactor.setTo(0, 0);
|
||||
game.add.sprite(0, 360, 'ground')
|
||||
.scrollFactor.setTo(0.5, 0.5);
|
||||
game.add.sprite(0, 400, 'river')
|
||||
.scrollFactor.setTo(1.3, 1.3);
|
||||
game.add.sprite(200, 120, 'cloud0')
|
||||
.scrollFactor.setTo(0.3, 0.3);
|
||||
game.add.sprite(-60, 120, 'cloud1')
|
||||
.scrollFactor.setTo(0.5, 0.3);
|
||||
game.add.sprite(900, 170, 'cloud2')
|
||||
.scrollFactor.setTo(0.7, 0.3);
|
||||
|
||||
// Create a ufo sprite as a player.
|
||||
ufo = game.add.sprite(320, 240, 'ufo');
|
||||
ufo.anchor.setTo(0.5, 0.5);
|
||||
|
||||
// Make the camera follow the ufo.
|
||||
game.camera.follow(ufo);
|
||||
|
||||
// Add 2 sprite to display hold direction.
|
||||
leftBtn = game.add.sprite(160 - 112, 200, 'button', 0);
|
||||
leftBtn.scrollFactor.setTo(0, 0);
|
||||
leftBtn.alpha = 0;
|
||||
rightBtn = game.add.sprite(640 - 112, 200, 'button', 1);
|
||||
rightBtn.alpha = 0;
|
||||
rightBtn.scrollFactor.setTo(0, 0);
|
||||
|
||||
// Add a sprite to display spacebar press.
|
||||
spaceBtn = game.add.sprite(400 - 112, 100, 'spacebar');
|
||||
spaceBtn.transform.scrollFactor.setTo(0, 0);
|
||||
spaceBtn.alpha = 0;
|
||||
|
||||
// Prevent directions and space key events bubbling up to browser,
|
||||
// since these keys will make web page scroll which is not
|
||||
// expected.
|
||||
game.input.keyboard.addKeyCapture([
|
||||
Phaser.Keyboard.LEFT,
|
||||
Phaser.Keyboard.RIGHT,
|
||||
Phaser.Keyboard.UP,
|
||||
Phaser.Keyboard.DOWN,
|
||||
Phaser.Keyboard.SPACEBAR
|
||||
]);
|
||||
}
|
||||
|
||||
function update() {
|
||||
// Check key states every frame.
|
||||
// Move ONLY one of the left and right key is hold.
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT) &&
|
||||
!game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
ufo.x -= speed;
|
||||
ufo.rotation = -15;
|
||||
leftBtn.alpha = 0.6;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT) &&
|
||||
!game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
ufo.x += speed;
|
||||
ufo.rotation = 15;
|
||||
rightBtn.alpha = 0.6;
|
||||
}
|
||||
else {
|
||||
ufo.rotation = 0;
|
||||
leftBtn.alpha = rightBtn.alpha = 0;
|
||||
}
|
||||
|
||||
// 50 as a second parameter is a good choice if you are running 60FPS.
|
||||
if (game.input.keyboard.justPressed(Phaser.Keyboard.SPACEBAR, 50)) {
|
||||
console.log('space bar pressed');
|
||||
spaceBtn.alpha = 1;
|
||||
}
|
||||
if (spaceBtn.alpha > 0) {
|
||||
spaceBtn.alpha -= 0.03;
|
||||
}
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderText('Hold left/right to move the ufo.', 16, 32);
|
||||
game.debug.renderText('Direction and Space key events are stopped by Phaser now,', 16, 48);
|
||||
game.debug.renderText('so they will no longer be sent to the browser', 16, 64);
|
||||
game.debug.renderText('Now you can press UP/DOWN or SPACE to see what happened.', 16, 80);
|
||||
}
|
||||
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
|
||||
@@ -0,0 +1,39 @@
|
||||
<?php
|
||||
$title = "Motion";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { render:render});
|
||||
|
||||
function render () {
|
||||
|
||||
game.debug.renderText('Host Name:'+game.net.getHostName(),game.world.centerX-300,20);
|
||||
game.debug.renderText('Host Name contains 192:'+game.net.checkDomainName('192'),game.world.centerX-300,40);
|
||||
game.debug.renderText('Host Name contains google.com:'+game.net.checkDomainName('google.com'),game.world.centerX-300,60);
|
||||
|
||||
// Add some values to the query string
|
||||
game.debug.renderText('Query string with new values : '+game.net.updateQueryString('atari', '520'),game.world.centerX-400,80);
|
||||
game.debug.renderText('Query string with new values : '+game.net.updateQueryString('amiga', '1200'),game.world.centerX-400,100);
|
||||
game.debug.renderText('Query string with new values : '+game.net.updateQueryString('commodore', '64'),game.world.centerX-400,120);
|
||||
|
||||
console.log('Query String: '+game.net.getQueryString(),game.world.centerX-300,140);
|
||||
console.log('Query String Param: '+game.net.getQueryString('atari'),game.world.centerX-300,160);
|
||||
}
|
||||
|
||||
|
||||
|
||||
})();
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
<a href="<?php echo $_SERVER['PHP_SELF'] ?>?atari=1&amiga=2&commodore=3">Reload with query string</a>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
<?php
|
||||
$title = "Motion";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update});
|
||||
|
||||
function preload() {
|
||||
game.load.image('car', 'assets/sprites/car90.png');
|
||||
game.load.image('ship', 'assets/sprites/xenon2_ship.png');
|
||||
game.load.image('baddie', 'assets/sprites/space-baddie.png');
|
||||
}
|
||||
|
||||
var car;
|
||||
var ship;
|
||||
var total;
|
||||
var aliens;
|
||||
|
||||
function create() {
|
||||
|
||||
aliens = [];
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'baddie');
|
||||
s.name = 'alien' + s;
|
||||
s.body.collideWorldBounds = true;
|
||||
s.body.bounce.setTo(1, 1);
|
||||
s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
|
||||
aliens.push(s);
|
||||
}
|
||||
|
||||
car = game.add.sprite(400, 300, 'car');
|
||||
car.anchor.setTo(0.5, 0.5);
|
||||
car.body.collideWorldBounds = true;
|
||||
car.body.bounce.setTo(0.5, 0.5);
|
||||
car.body.allowRotation = true;
|
||||
|
||||
ship = game.add.sprite(400, 400, 'ship');
|
||||
ship.body.collideWorldBounds = true;
|
||||
ship.body.bounce.setTo(0.5, 0.5);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
car.body.velocity.x = 0;
|
||||
car.body.velocity.y = 0;
|
||||
car.body.angularVelocity = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.body.angularVelocity = -200;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.body.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
|
||||
game.physics.collide(aliens);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
<?php
|
||||
$title = "Motion";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update,render:render});
|
||||
|
||||
function preload() {
|
||||
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
|
||||
}
|
||||
|
||||
var fuji,
|
||||
b;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
fuji = game.add.sprite(game.world.centerX, game.world.centerY, 'fuji');
|
||||
fuji.anchor.setTo(0, 0.5);
|
||||
fuji.angle = 34;
|
||||
|
||||
b = new Phaser.Rectangle(fuji.center.x, fuji.center.y, fuji.width, fuji.height);
|
||||
|
||||
//Remember that the sprite is rotating around its anchor
|
||||
game.add.tween(fuji).to({ angle: 360 }, 20000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.activePointer.justPressed()){
|
||||
fuji.centerOn(game.input.x, game.input.y);
|
||||
}
|
||||
|
||||
b.x = fuji.center.x - fuji.halfWidth;
|
||||
b.y = fuji.center.y - fuji.halfHeight;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
//Phaser.DebugUtils.renderSpriteWorldViewBounds(fuji);
|
||||
//Phaser.DebugUtils.renderSpriteBounds(fuji);
|
||||
game.debug.renderSpriteCorners(fuji);
|
||||
//Phaser.DebugUtils.renderSpriteWorldView(fuji, 32, 32);
|
||||
game.debug.renderRectangle(b, 'rgba(0,20,91,1)');
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
|
||||
Reference in New Issue
Block a user