Lots of new examples :)

Lots of new examples, the wip/examples folder can be destoryed I think
This commit is contained in:
Webeled
2013-09-30 17:31:03 +01:00
parent 4b177e0a9b
commit bdc8edea9d
15 changed files with 807 additions and 11 deletions
+1 -1
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@@ -1,5 +1,5 @@
<?php
$title = "Test Title";
$title = "How to drag a sprite";
require('../head.php');
?>
+63
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@@ -0,0 +1,63 @@
<?php
$title = "Using a drop event to control the drag and drop";
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() {
game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
}
function create() {
// Add some items to left side, and set a onDragStop listener
// to limit its location when dropped.
var item;
for (var i = 0; i < 6; i++) {
// Directly create sprites on the left group.
item = game.add.sprite(90, 90 * i, 'item', i);
// Enable input detection, then it's possible be dragged.
item.input.start(0,true);
// Make this item draggable.
item.input.enableDrag();
// Then we make it snap to left and right side,
// also we make it only snap when released.
item.input.enableSnap(90, 90, false, true);
// Limit drop location to only the 2 columns.
item.events.onDragStop.add(fixLocation);
}
}
function render() {
game.debug.renderText('Group Left.', 100, 560);
game.debug.renderText('Group Right.', 280, 560);
}
function fixLocation(item) {
// Move the items when it is already dropped.
if (item.x < 90) {
item.x = 90;
}
else if (item.x > 180 && item.x < 270) {
item.x = 180;
}
else if (item.x > 360) {
item.x = 270;
}
}
})();
</script>
<?php
require('../foot.php');
?>
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@@ -0,0 +1,76 @@
<?php
$title = "Scale the game and explore it using the keyboard";
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() {
// This sets a limit on the up-scale
game.stage.scale.maxWidth = 800;
game.stage.scale.maxHeight = 600;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
game.load.image('melon', 'assets/sprites/melon.png');
}
function create() {
//We increase the size of our game world
game.world.setSize(2000, 2000);
for (var i = 0; i < 1000; i++)
{
//And spread some sprites inside it
game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
}
}
function update() {
//This allows us to move the game camera using the keyboard
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
function render() {
game.debug.renderInputInfo(16, 16);
}
})();
</script>
<?php
require('../foot.php');
?>
+1 -1
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@@ -44,7 +44,7 @@
game.add.sprite(900, 170, 'cloud2')
.scrollFactor.setTo(0.7, 0.3);
// Create a ufo spirte as player.
// Create a ufo sprite as player.
ufo = game.add.sprite(320, 240, 'ufo');
ufo.anchor.setTo(0.5, 0.5);
@@ -0,0 +1,54 @@
<?php
$title = "Enable horizontal 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/parsec.png');
}
var sprite;
function create() {
game.stage.backgroundColor = 'rgb(85,85,85)';
sprite = game.add.sprite(200, 400, '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 horizontally, not vertically
sprite.input.allowVerticalDrag = false;
}
function render() {
game.debug.renderInputInfo(32, 32);
game.debug.renderSpriteInputInfo(sprite, 300, 32);
}
})();
</script>
<?php
require('../foot.php');
?>
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@@ -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');
?>
+1 -9
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@@ -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');
?>