mirror of
https://github.com/wassname/phaser.git
synced 2026-07-01 16:50:43 +08:00
Updated every test to use the new GameObjectFactory syntax
This commit is contained in:
@@ -10,8 +10,8 @@
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var car;
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var fade;
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function create() {
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myGame.createSprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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myGame.add.sprite(0, 0, 'background');
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car = myGame.add.sprite(400, 300, 'car');
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// Add our effect to the camera
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fade = myGame.camera.fx.add(Phaser.FX.Camera.Fade);
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}
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@@ -19,9 +19,9 @@
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function create() {
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myGame.createSprite(0, 0, 'background');
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myGame.add.sprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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// Add our effect to the camera
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fade = <Phaser.FX.Camera.Fade> myGame.camera.fx.add(Phaser.FX.Camera.Fade);
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@@ -10,8 +10,8 @@
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var car;
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var flash;
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function create() {
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myGame.createSprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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myGame.add.sprite(0, 0, 'background');
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car = myGame.add.sprite(400, 300, 'car');
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// Add our effect to the camera
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flash = myGame.camera.fx.add(Phaser.FX.Camera.Flash);
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}
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@@ -19,9 +19,9 @@
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function create() {
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myGame.createSprite(0, 0, 'background');
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myGame.add.sprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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// Add our effect to the camera
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flash = <Phaser.FX.Camera.Flash> myGame.camera.fx.add(Phaser.FX.Camera.Flash);
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@@ -24,7 +24,7 @@
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// Experiment with variations on these to see the different mirror effects that can be achieved.
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//mirror.flipX = true;
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//mirror.flipY = true;
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myGame.createSprite(0, 0, 'backdrop');
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myGame.add.sprite(0, 0, 'backdrop');
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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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@@ -39,7 +39,7 @@
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//mirror.flipX = true;
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//mirror.flipY = true;
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myGame.createSprite(0, 0, 'backdrop');
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myGame.add.sprite(0, 0, 'backdrop');
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}
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@@ -15,7 +15,7 @@
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scanlines.spacing = 2;
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// This is the color the lines will be drawn in
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scanlines.color = 'rgba(0, 0, 0, 0.8)';
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myGame.createSprite(0, 0, 'backdrop');
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myGame.add.sprite(0, 0, 'backdrop');
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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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@@ -28,7 +28,7 @@
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// This is the color the lines will be drawn in
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scanlines.color = 'rgba(0, 0, 0, 0.8)';
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myGame.createSprite(0, 0, 'backdrop');
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myGame.add.sprite(0, 0, 'backdrop');
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}
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@@ -10,8 +10,8 @@
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var car;
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var shake;
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function create() {
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myGame.createSprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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myGame.add.sprite(0, 0, 'background');
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car = myGame.add.sprite(400, 300, 'car');
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// Add our effect to the camera
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shake = myGame.camera.fx.add(Phaser.FX.Camera.Shake);
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myGame.onRenderCallback = render;
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@@ -19,9 +19,9 @@
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function create() {
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myGame.createSprite(0, 0, 'background');
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myGame.add.sprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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// Add our effect to the camera
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shake = <Phaser.FX.Camera.Shake> myGame.camera.fx.add(Phaser.FX.Camera.Shake);
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@@ -10,11 +10,11 @@
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var car;
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var miniCam;
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function create() {
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myGame.createSprite(0, 0, 'grid');
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car = myGame.createSprite(400, 300, 'car');
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myGame.add.sprite(0, 0, 'grid');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam = myGame.createCamera(0, 0, 300, 300);
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miniCam = myGame.add.camera(0, 0, 300, 300);
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miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT);
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miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam.showBorder = true;
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@@ -20,14 +20,14 @@
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function create() {
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myGame.createSprite(0, 0, 'grid');
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myGame.add.sprite(0, 0, 'grid');
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam = myGame.createCamera(0, 0, 300, 300);
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miniCam = myGame.add.camera(0, 0, 300, 300);
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miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT);
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miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam.showBorder = true;
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@@ -9,9 +9,9 @@
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myGame.loader.load();
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}
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function create() {
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myGame.createSprite(0, 0, 'backdrop');
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myGame.add.sprite(0, 0, 'backdrop');
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for(var i = 0; i < 100; i++) {
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myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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}
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myGame.onRenderCallback = render;
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}
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@@ -18,11 +18,11 @@
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function create() {
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myGame.createSprite(0, 0, 'backdrop');
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myGame.add.sprite(0, 0, 'backdrop');
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for (var i = 0; i < 100; i++)
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{
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myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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}
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myGame.onRenderCallback = render;
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@@ -9,13 +9,13 @@
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var cam2;
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function create() {
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for(var i = 0; i < 1000; i++) {
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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}
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myGame.camera.setPosition(16, 80);
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myGame.camera.setSize(320, 320);
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myGame.camera.showBorder = true;
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myGame.camera.borderColor = 'rgb(255,0,0)';
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cam2 = myGame.createCamera(380, 100, 400, 400);
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cam2 = myGame.add.camera(380, 100, 400, 400);
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cam2.showBorder = true;
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cam2.borderColor = 'rgb(255,255,0)';
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}
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@@ -20,7 +20,7 @@
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for (var i = 0; i < 1000; i++)
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{
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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}
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myGame.camera.setPosition(16, 80);
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@@ -28,7 +28,7 @@
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myGame.camera.showBorder = true;
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myGame.camera.borderColor = 'rgb(255,0,0)';
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cam2 = myGame.createCamera(380, 100, 400, 400);
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cam2 = myGame.add.camera(380, 100, 400, 400);
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cam2.showBorder = true;
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cam2.borderColor = 'rgb(255,255,0)';
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@@ -10,9 +10,9 @@
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function create() {
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for(var i = 0; i < 1000; i++) {
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if(Math.random() > 0.5) {
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'car');
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myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'car');
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} else {
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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}
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}
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myGame.camera.setPosition(100, 100);
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@@ -21,11 +21,11 @@
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{
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if (Math.random() > 0.5)
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{
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'car');
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myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'car');
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}
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else
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{
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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}
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}
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@@ -11,17 +11,17 @@
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var miniCam;
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var bigCam;
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function create() {
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myGame.createSprite(0, 0, 'grid');
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car = myGame.createSprite(400, 300, 'car');
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myGame.add.sprite(0, 0, 'grid');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam = myGame.createCamera(600, 32, 200, 200);
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miniCam = myGame.add.camera(600, 32, 200, 200);
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miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam.showBorder = true;
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miniCam.scale.setTo(0.5, 0.5);
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bigCam = myGame.createCamera(32, 32, 200, 200);
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bigCam = myGame.add.camera(32, 32, 200, 200);
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bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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bigCam.showBorder = true;
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@@ -21,21 +21,21 @@
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function create() {
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myGame.createSprite(0, 0, 'grid');
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myGame.add.sprite(0, 0, 'grid');
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam = myGame.createCamera(600, 32, 200, 200);
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miniCam = myGame.add.camera(600, 32, 200, 200);
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miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam.showBorder = true;
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miniCam.scale.setTo(0.5, 0.5);
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bigCam = myGame.createCamera(32, 32, 200, 200);
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bigCam = myGame.add.camera(32, 32, 200, 200);
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bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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bigCam.showBorder = true;
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@@ -11,18 +11,18 @@
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var miniCam;
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var bigCam;
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function create() {
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myGame.createSprite(0, 0, 'grid');
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car = myGame.createSprite(400, 300, 'car');
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myGame.add.sprite(0, 0, 'grid');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam = myGame.createCamera(600, 32, 200, 200);
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miniCam = myGame.add.camera(600, 32, 200, 200);
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miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam.showBorder = true;
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miniCam.scale.setTo(0.5, 0.5);
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miniCam.showShadow = true;
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bigCam = myGame.createCamera(32, 32, 200, 200);
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bigCam = myGame.add.camera(32, 32, 200, 200);
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bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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bigCam.showBorder = true;
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@@ -21,22 +21,22 @@
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function create() {
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myGame.createSprite(0, 0, 'grid');
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myGame.add.sprite(0, 0, 'grid');
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam = myGame.createCamera(600, 32, 200, 200);
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miniCam = myGame.add.camera(600, 32, 200, 200);
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miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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miniCam.showBorder = true;
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miniCam.scale.setTo(0.5, 0.5);
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miniCam.showShadow = true;
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bigCam = myGame.createCamera(32, 32, 200, 200);
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bigCam = myGame.add.camera(32, 32, 200, 200);
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bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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bigCam.showBorder = true;
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@@ -11,18 +11,18 @@
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var miniCam;
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var bigCam;
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function create() {
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//myGame.createSprite('grid', 0, 0);
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car = myGame.createSprite(400, 300, 'car');
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//myGame.add.sprite('grid', 0, 0);
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.setTexture('balls');
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myGame.camera.follow(car);
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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//miniCam = myGame.createCamera(600, 32, 200, 200);
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//miniCam = myGame.add.camera(600, 32, 200, 200);
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//miniCam.follow(car, Camera.STYLE_LOCKON);
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//miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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//miniCam.showBorder = true;
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//miniCam.scale.setTo(0.5, 0.5);
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//bigCam = myGame.createCamera(32, 32, 200, 200);
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||||
//bigCam = myGame.add.camera(32, 32, 200, 200);
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//bigCam.follow(car, Camera.STYLE_LOCKON);
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//bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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//bigCam.showBorder = true;
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@@ -21,22 +21,22 @@
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function create() {
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||||
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//myGame.createSprite('grid', 0, 0);
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//myGame.add.sprite('grid', 0, 0);
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.setTexture('balls');
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||||
myGame.camera.follow(car);
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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//miniCam = myGame.createCamera(600, 32, 200, 200);
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//miniCam = myGame.add.camera(600, 32, 200, 200);
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//miniCam.follow(car, Camera.STYLE_LOCKON);
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//miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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//miniCam.showBorder = true;
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//miniCam.scale.setTo(0.5, 0.5);
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//bigCam = myGame.createCamera(32, 32, 200, 200);
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//bigCam = myGame.add.camera(32, 32, 200, 200);
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//bigCam.follow(car, Camera.STYLE_LOCKON);
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//bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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//bigCam.showBorder = true;
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@@ -11,12 +11,12 @@
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var melon;
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||||
function create() {
|
||||
// locked to the camera
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||||
myGame.createSprite(0, 0, 'grid');
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||||
melon = myGame.createSprite(600, 650, 'melon');
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||||
myGame.add.sprite(0, 0, 'grid');
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||||
melon = myGame.add.sprite(600, 650, 'melon');
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||||
melon.scrollFactor.setTo(1.5, 1.5);
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||||
// scrolls x2 camera speed
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||||
for(var i = 0; i < 100; i++) {
|
||||
var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
tempSprite.scrollFactor.setTo(2, 2);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,15 +21,15 @@
|
||||
function create() {
|
||||
|
||||
// locked to the camera
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
|
||||
melon = myGame.createSprite(600, 650, 'melon');
|
||||
melon = myGame.add.sprite(600, 650, 'melon');
|
||||
melon.scrollFactor.setTo(1.5, 1.5);
|
||||
|
||||
// scrolls x2 camera speed
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
tempSprite.scrollFactor.setTo(2, 2);
|
||||
}
|
||||
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
}
|
||||
var car;
|
||||
function create() {
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
myGame.camera.follow(car);
|
||||
// Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides
|
||||
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
|
||||
|
||||
@@ -19,9 +19,9 @@
|
||||
|
||||
function create() {
|
||||
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car);
|
||||
// Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
}
|
||||
var car;
|
||||
function create() {
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
myGame.camera.follow(car);
|
||||
myGame.onRenderCallback = render;
|
||||
}
|
||||
|
||||
@@ -19,9 +19,9 @@
|
||||
|
||||
function create() {
|
||||
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car);
|
||||
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
}
|
||||
var car;
|
||||
function create() {
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
}
|
||||
|
||||
@@ -19,9 +19,9 @@
|
||||
|
||||
function create() {
|
||||
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car, Phaser.Camera.STYLE_TOPDOWN);
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
@@ -11,13 +11,13 @@
|
||||
var cam2;
|
||||
function create() {
|
||||
for(var i = 0; i < 1000; i++) {
|
||||
myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
|
||||
myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
|
||||
}
|
||||
myGame.camera.setPosition(16, 80);
|
||||
myGame.camera.setSize(320, 320);
|
||||
myGame.camera.showBorder = true;
|
||||
myGame.camera.borderColor = 'rgb(255,0,0)';
|
||||
cam2 = myGame.createCamera(380, 100, 400, 400);
|
||||
cam2 = myGame.add.camera(380, 100, 400, 400);
|
||||
//cam2.transparent = false;
|
||||
//cam2.backgroundColor = 'rgb(20,20,20)';
|
||||
cam2.showBorder = true;
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
|
||||
for (var i = 0; i < 1000; i++)
|
||||
{
|
||||
myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
|
||||
myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
|
||||
}
|
||||
|
||||
myGame.camera.setPosition(16, 80);
|
||||
@@ -30,7 +30,7 @@
|
||||
myGame.camera.showBorder = true;
|
||||
myGame.camera.borderColor = 'rgb(255,0,0)';
|
||||
|
||||
cam2 = myGame.createCamera(380, 100, 400, 400);
|
||||
cam2 = myGame.add.camera(380, 100, 400, 400);
|
||||
//cam2.transparent = false;
|
||||
//cam2.backgroundColor = 'rgb(20,20,20)';
|
||||
cam2.showBorder = true;
|
||||
|
||||
@@ -11,12 +11,12 @@
|
||||
var melon;
|
||||
function create() {
|
||||
// scrolls in time with the camera
|
||||
myGame.createSprite(0, 0, 'backdrop');
|
||||
melon = myGame.createSprite(600, 650, 'melon');
|
||||
myGame.add.sprite(0, 0, 'backdrop');
|
||||
melon = myGame.add.sprite(600, 650, 'melon');
|
||||
melon.scrollFactor.setTo(1.5, 1.5);
|
||||
// scrolls x2 camera speed
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
tempSprite.scrollFactor.setTo(2, 2);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,15 +21,15 @@
|
||||
function create() {
|
||||
|
||||
// scrolls in time with the camera
|
||||
myGame.createSprite(0, 0, 'backdrop');
|
||||
myGame.add.sprite(0, 0, 'backdrop');
|
||||
|
||||
melon = myGame.createSprite(600, 650, 'melon');
|
||||
melon = myGame.add.sprite(600, 650, 'melon');
|
||||
melon.scrollFactor.setTo(1.5, 1.5);
|
||||
|
||||
// scrolls x2 camera speed
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'carrot');
|
||||
tempSprite.scrollFactor.setTo(2, 2);
|
||||
}
|
||||
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
var car;
|
||||
var melon;
|
||||
function create() {
|
||||
car = myGame.createSprite(100, 300, 'car');
|
||||
melon = myGame.createSprite(200, 310, 'melon');
|
||||
car = myGame.add.sprite(100, 300, 'car');
|
||||
melon = myGame.add.sprite(200, 310, 'melon');
|
||||
car.name = 'car';
|
||||
melon.name = 'melon';
|
||||
}
|
||||
|
||||
@@ -18,8 +18,8 @@
|
||||
|
||||
function create() {
|
||||
|
||||
car = myGame.createSprite(100, 300, 'car');
|
||||
melon = myGame.createSprite(200, 310, 'melon');
|
||||
car = myGame.add.sprite(100, 300, 'car');
|
||||
melon = myGame.add.sprite(200, 310, 'melon');
|
||||
|
||||
car.name = 'car';
|
||||
melon.name = 'melon';
|
||||
|
||||
@@ -14,9 +14,9 @@
|
||||
var atari;
|
||||
var balls;
|
||||
function create() {
|
||||
atari = myGame.createSprite(300, 450, 'atari');
|
||||
atari = myGame.add.sprite(300, 450, 'atari');
|
||||
atari.immovable = true;
|
||||
balls = myGame.createGroup();
|
||||
balls = myGame.add.group();
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var tempBall = new Phaser.Sprite(myGame, Math.random() * myGame.stage.width, -32, 'ball' + Math.round(Math.random() * 5));
|
||||
tempBall.velocity.y = 100 + Math.random() * 150;
|
||||
|
||||
@@ -23,10 +23,10 @@
|
||||
|
||||
function create() {
|
||||
|
||||
atari = myGame.createSprite(300, 450, 'atari');
|
||||
atari = myGame.add.sprite(300, 450, 'atari');
|
||||
atari.immovable = true;
|
||||
|
||||
balls = myGame.createGroup();
|
||||
balls = myGame.add.group();
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
var card;
|
||||
var bot;
|
||||
function create() {
|
||||
card = myGame.createSprite(200, 220, 'card');
|
||||
bot = myGame.createSprite(myGame.stage.width - 100, 300, 'bot');
|
||||
card = myGame.add.sprite(200, 220, 'card');
|
||||
bot = myGame.add.sprite(myGame.stage.width - 100, 300, 'bot');
|
||||
// The collision mask is much thinner than the animated sprite
|
||||
bot.collisionMask.offset.x = 16;
|
||||
bot.collisionMask.width = 32;
|
||||
|
||||
@@ -17,9 +17,9 @@
|
||||
|
||||
function create() {
|
||||
|
||||
card = myGame.createSprite(200, 220, 'card');
|
||||
card = myGame.add.sprite(200, 220, 'card');
|
||||
|
||||
bot = myGame.createSprite(myGame.stage.width - 100, 300, 'bot');
|
||||
bot = myGame.add.sprite(myGame.stage.width - 100, 300, 'bot');
|
||||
|
||||
// The collision mask is much thinner than the animated sprite
|
||||
bot.collisionMask.offset.x = 16;
|
||||
|
||||
@@ -10,9 +10,9 @@
|
||||
var atari2;
|
||||
var atari3;
|
||||
function create() {
|
||||
atari1 = myGame.createSprite(270, 100, 'atari1');
|
||||
atari2 = myGame.createSprite(400, 400, 'atari2');
|
||||
atari3 = myGame.createSprite(0, 440, 'atari1');
|
||||
atari1 = myGame.add.sprite(270, 100, 'atari1');
|
||||
atari2 = myGame.add.sprite(400, 400, 'atari2');
|
||||
atari3 = myGame.add.sprite(0, 440, 'atari1');
|
||||
atari1.collisionMask.height = 16;
|
||||
atari3.collisionMask.width = 16;
|
||||
atari1.elasticity = 0.5;
|
||||
|
||||
@@ -19,9 +19,9 @@
|
||||
|
||||
function create() {
|
||||
|
||||
atari1 = myGame.createSprite(270, 100, 'atari1');
|
||||
atari2 = myGame.createSprite(400, 400, 'atari2');
|
||||
atari3 = myGame.createSprite(0, 440, 'atari1');
|
||||
atari1 = myGame.add.sprite(270, 100, 'atari1');
|
||||
atari2 = myGame.add.sprite(400, 400, 'atari2');
|
||||
atari3 = myGame.add.sprite(0, 440, 'atari1');
|
||||
|
||||
atari1.collisionMask.height = 16;
|
||||
atari3.collisionMask.width = 16;
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
var atari1;
|
||||
var atari2;
|
||||
function create() {
|
||||
atari1 = myGame.createSprite(400, 100, 'atari1');
|
||||
atari2 = myGame.createSprite(400, 400, 'atari2');
|
||||
atari1 = myGame.add.sprite(400, 100, 'atari1');
|
||||
atari2 = myGame.add.sprite(400, 400, 'atari2');
|
||||
//atari1.collisionMask.createCircle(64);
|
||||
//atari1.rotation = 45;
|
||||
atari1.elasticity = 0.5;
|
||||
|
||||
@@ -18,8 +18,8 @@
|
||||
|
||||
function create() {
|
||||
|
||||
atari1 = myGame.createSprite(400, 100, 'atari1');
|
||||
atari2 = myGame.createSprite(400, 400, 'atari2');
|
||||
atari1 = myGame.add.sprite(400, 100, 'atari1');
|
||||
atari2 = myGame.add.sprite(400, 400, 'atari2');
|
||||
|
||||
//atari1.collisionMask.createCircle(64);
|
||||
//atari1.rotation = 45;
|
||||
|
||||
@@ -4,12 +4,12 @@
|
||||
var circle;
|
||||
var floor;
|
||||
function create() {
|
||||
circle = myGame.createGeomSprite(200, 0);
|
||||
circle = myGame.add.geomSprite(200, 0);
|
||||
circle.createCircle(64);
|
||||
circle.acceleration.y = 100;
|
||||
circle.elasticity = 0.8;
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor = myGame.add.geomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
}
|
||||
|
||||
@@ -9,13 +9,13 @@
|
||||
|
||||
function create() {
|
||||
|
||||
circle = myGame.createGeomSprite(200, 0);
|
||||
circle = myGame.add.geomSprite(200, 0);
|
||||
circle.createCircle(64);
|
||||
circle.acceleration.y = 100;
|
||||
circle.elasticity = 0.8;
|
||||
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor = myGame.add.geomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var line;
|
||||
function create() {
|
||||
line = myGame.createGeomSprite(200, 200);
|
||||
line = myGame.add.geomSprite(200, 200);
|
||||
line.createLine(400, 400);
|
||||
}
|
||||
function update() {
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
line = myGame.createGeomSprite(200, 200);
|
||||
line = myGame.add.geomSprite(200, 200);
|
||||
|
||||
line.createLine(400, 400);
|
||||
|
||||
|
||||
@@ -4,14 +4,14 @@
|
||||
var floor;
|
||||
function create() {
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var p = myGame.createGeomSprite(myGame.stage.randomX, Math.random() * 100);
|
||||
var p = myGame.add.geomSprite(myGame.stage.randomX, Math.random() * 100);
|
||||
p.createPoint();
|
||||
p.fillColor = 'rgb(255,255,255)';
|
||||
p.acceleration.y = 100 + Math.random() * 100;
|
||||
p.elasticity = 0.8;
|
||||
}
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor = myGame.add.geomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var p:Phaser.GeomSprite = myGame.createGeomSprite(myGame.stage.randomX, Math.random() * 100);
|
||||
var p:Phaser.GeomSprite = myGame.add.geomSprite(myGame.stage.randomX, Math.random() * 100);
|
||||
p.createPoint();
|
||||
p.fillColor = 'rgb(255,255,255)';
|
||||
p.acceleration.y = 100 + Math.random() * 100;
|
||||
@@ -18,7 +18,7 @@
|
||||
}
|
||||
|
||||
// A simple floor
|
||||
floor = myGame.createGeomSprite(0, 550);
|
||||
floor = myGame.add.geomSprite(0, 550);
|
||||
floor.createRectangle(800, 50);
|
||||
floor.immovable = true;
|
||||
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
var box1;
|
||||
var box2;
|
||||
function create() {
|
||||
box2 = myGame.createGeomSprite(300, 300).createRectangle(128, 128);
|
||||
box1 = myGame.createGeomSprite(320, 100).createRectangle(64, 64);
|
||||
box2 = myGame.add.geomSprite(300, 300).createRectangle(128, 128);
|
||||
box1 = myGame.add.geomSprite(320, 100).createRectangle(64, 64);
|
||||
box1.velocity.y = 50;
|
||||
}
|
||||
function update() {
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
|
||||
function create() {
|
||||
|
||||
box2 = myGame.createGeomSprite(300, 300).createRectangle(128, 128);
|
||||
box1 = myGame.createGeomSprite(320, 100).createRectangle(64, 64);
|
||||
box2 = myGame.add.geomSprite(300, 300).createRectangle(128, 128);
|
||||
box1 = myGame.add.geomSprite(320, 100).createRectangle(64, 64);
|
||||
|
||||
box1.velocity.y = 50;
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var box;
|
||||
function create() {
|
||||
box = myGame.createGeomSprite(0, 0);
|
||||
box = myGame.add.geomSprite(0, 0);
|
||||
box.createRectangle(64, 64);
|
||||
box.renderOutline = false;
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
box = myGame.createGeomSprite(0, 0);
|
||||
box = myGame.add.geomSprite(0, 0);
|
||||
|
||||
box.createRectangle(64, 64);
|
||||
box.renderOutline = false;
|
||||
|
||||
@@ -11,14 +11,14 @@
|
||||
var car;
|
||||
var melons;
|
||||
function create() {
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
melons = myGame.createGroup();
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
melons = myGame.add.group();
|
||||
for(var i = 0; i < 100; i++) {
|
||||
var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
|
||||
var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
|
||||
tempSprite.scrollFactor.setTo(1.2, 1.2);
|
||||
melons.add(tempSprite);
|
||||
}
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
myGame.camera.follow(car);
|
||||
}
|
||||
function update() {
|
||||
|
||||
@@ -21,18 +21,18 @@
|
||||
|
||||
function create() {
|
||||
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
myGame.add.sprite(0, 0, 'grid');
|
||||
|
||||
melons = myGame.createGroup();
|
||||
melons = myGame.add.group();
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
|
||||
var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
|
||||
tempSprite.scrollFactor.setTo(1.2, 1.2);
|
||||
melons.add(tempSprite);
|
||||
}
|
||||
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
car = myGame.add.sprite(400, 300, 'car');
|
||||
|
||||
myGame.camera.follow(car);
|
||||
|
||||
|
||||
@@ -10,11 +10,11 @@
|
||||
var items;
|
||||
var card;
|
||||
function create() {
|
||||
items = myGame.createGroup();
|
||||
items = myGame.add.group();
|
||||
// Items are rendered in the depth order in which they are added to the Group
|
||||
items.add(myGame.createSprite(64, 100, 'atari1'));
|
||||
card = items.add(myGame.createSprite(240, 80, 'card'));
|
||||
items.add(myGame.createSprite(280, 100, 'atari2'));
|
||||
items.add(myGame.add.sprite(64, 100, 'atari1'));
|
||||
card = items.add(myGame.add.sprite(240, 80, 'card'));
|
||||
items.add(myGame.add.sprite(280, 100, 'atari2'));
|
||||
myGame.input.onTap.addOnce(removeCard, this);
|
||||
}
|
||||
function removeCard() {
|
||||
|
||||
@@ -19,13 +19,13 @@
|
||||
|
||||
function create() {
|
||||
|
||||
items = myGame.createGroup();
|
||||
items = myGame.add.group();
|
||||
|
||||
// Items are rendered in the depth order in which they are added to the Group
|
||||
|
||||
items.add(myGame.createSprite(64, 100, 'atari1'));
|
||||
card = <Phaser.Sprite> items.add(myGame.createSprite(240, 80, 'card'));
|
||||
items.add(myGame.createSprite(280, 100, 'atari2'));
|
||||
items.add(myGame.add.sprite(64, 100, 'atari1'));
|
||||
card = <Phaser.Sprite> items.add(myGame.add.sprite(240, 80, 'card'));
|
||||
items.add(myGame.add.sprite(280, 100, 'atari2'));
|
||||
|
||||
myGame.input.onTap.addOnce(removeCard, this);
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
function create() {
|
||||
myGame.world.setSize(2000, 2000);
|
||||
for(var i = 0; i < 1000; i++) {
|
||||
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
for (var i = 0; i < 1000; i++)
|
||||
{
|
||||
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
}
|
||||
var balls;
|
||||
function create() {
|
||||
balls = myGame.createGroup();
|
||||
balls = myGame.add.group();
|
||||
myGame.input.onTap.add(tapped, this);
|
||||
}
|
||||
function tapped(pointer, doubleTap) {
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
balls = myGame.createGroup();
|
||||
balls = myGame.add.group();
|
||||
|
||||
myGame.input.onTap.add(tapped, this);
|
||||
|
||||
|
||||
@@ -10,11 +10,11 @@
|
||||
var bigCam;
|
||||
function create() {
|
||||
myGame.camera.setBounds(0, 0, myGame.stage.width, myGame.stage.height);
|
||||
myGame.createSprite(0, 0, 'track');
|
||||
car = myGame.createSprite(180, 298, 'car');
|
||||
myGame.add.sprite(0, 0, 'track');
|
||||
car = myGame.add.sprite(180, 298, 'car');
|
||||
car.rotation = 180;
|
||||
car.maxVelocity.setTo(150, 150);
|
||||
bigCam = myGame.createCamera(640, 0, 100, 200);
|
||||
bigCam = myGame.add.camera(640, 0, 100, 200);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.stage.width, myGame.stage.height);
|
||||
bigCam.showBorder = true;
|
||||
|
||||
@@ -19,13 +19,13 @@
|
||||
function create() {
|
||||
|
||||
myGame.camera.setBounds(0, 0, myGame.stage.width, myGame.stage.height);
|
||||
myGame.createSprite(0, 0, 'track');
|
||||
myGame.add.sprite(0, 0, 'track');
|
||||
|
||||
car = myGame.createSprite(180, 298, 'car');
|
||||
car = myGame.add.sprite(180, 298, 'car');
|
||||
car.rotation = 180;
|
||||
car.maxVelocity.setTo(150, 150);
|
||||
|
||||
bigCam = myGame.createCamera(640, 0, 100, 200);
|
||||
bigCam = myGame.add.camera(640, 0, 100, 200);
|
||||
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
|
||||
bigCam.setBounds(0, 0, myGame.stage.width, myGame.stage.height);
|
||||
bigCam.showBorder = true;
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
function create() {
|
||||
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
for(var i = 0; i < 1000; i++) {
|
||||
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
@@ -37,8 +37,8 @@
|
||||
var car;
|
||||
function create2() {
|
||||
myGame2.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
myGame2.createSprite(0, 0, 'grid');
|
||||
car = myGame2.createSprite(400, 300, 'car');
|
||||
myGame2.add.sprite(0, 0, 'grid');
|
||||
car = myGame2.add.sprite(400, 300, 'car');
|
||||
myGame2.camera.follow(car);
|
||||
}
|
||||
function update2() {
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
for (var i = 0; i < 1000; i++)
|
||||
{
|
||||
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
myGame.add.sprite(myGame.world.randomX, myGame.world.randomY, 'melon');
|
||||
}
|
||||
|
||||
}
|
||||
@@ -70,9 +70,9 @@
|
||||
|
||||
myGame2.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
|
||||
|
||||
myGame2.createSprite(0, 0, 'grid');
|
||||
myGame2.add.sprite(0, 0, 'grid');
|
||||
|
||||
car = myGame2.createSprite(400, 300, 'car');
|
||||
car = myGame2.add.sprite(400, 300, 'car');
|
||||
|
||||
myGame2.camera.follow(car);
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
yy[i] = Math.floor(Math.random() * star_w * 2) - star_w;
|
||||
zz[i] = Math.floor(Math.random() * 160) + 1;
|
||||
}
|
||||
starfield = myGame.createDynamicTexture(800, 600);
|
||||
starfield = myGame.add.dynamicTexture(800, 600);
|
||||
}
|
||||
function update() {
|
||||
starfield.clear();
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
zz[i] = Math.floor(Math.random() * 160) + 1;
|
||||
}
|
||||
|
||||
starfield = myGame.createDynamicTexture(800, 600);
|
||||
starfield = myGame.add.dynamicTexture(800, 600);
|
||||
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -7,7 +7,7 @@
|
||||
}
|
||||
var car;
|
||||
function create() {
|
||||
car = myGame.createSprite(200, 300, 'car');
|
||||
car = myGame.add.sprite(200, 300, 'car');
|
||||
myGame.onRenderCallback = render;
|
||||
myGame.stage.context.font = '16px Arial';
|
||||
myGame.stage.context.fillStyle = 'rgb(255,255,255)';
|
||||
|
||||
+1
-1
@@ -16,7 +16,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
car = myGame.createSprite(200, 300, 'car');
|
||||
car = myGame.add.sprite(200, 300, 'car');
|
||||
|
||||
myGame.onRenderCallback = render;
|
||||
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
}
|
||||
function addBunnies() {
|
||||
for(var i = 0; i < 10; i++) {
|
||||
var tempSprite = myGame.createSprite(myGame.stage.randomX, 0, 'bunny');
|
||||
var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
|
||||
tempSprite.velocity.x = -200 + (Math.random() * 400);
|
||||
tempSprite.velocity.y = 100 + Math.random() * 200;
|
||||
}
|
||||
|
||||
@@ -44,7 +44,7 @@
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
var tempSprite = myGame.createSprite(myGame.stage.randomX, 0, 'bunny');
|
||||
var tempSprite = myGame.add.sprite(myGame.stage.randomX, 0, 'bunny');
|
||||
tempSprite.velocity.x = -200 + (Math.random() * 400);
|
||||
tempSprite.velocity.y = 100 + Math.random() * 200;
|
||||
}
|
||||
|
||||
@@ -17,10 +17,10 @@
|
||||
var pic1;
|
||||
var pic2;
|
||||
function create() {
|
||||
pic1 = myGame.createSprite(0, 0, 'backdrop1');
|
||||
pic2 = myGame.createSprite(0, 0, 'backdrop2');
|
||||
pic1 = myGame.add.sprite(0, 0, 'backdrop1');
|
||||
pic2 = myGame.add.sprite(0, 0, 'backdrop2');
|
||||
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles('jet', 50, false, 0);
|
||||
emitter.setRotation(0, 0);
|
||||
emitter.start(false, 10, 0.1);
|
||||
|
||||
@@ -29,11 +29,11 @@
|
||||
|
||||
function create() {
|
||||
|
||||
pic1 = myGame.createSprite(0, 0, 'backdrop1');
|
||||
pic2 = myGame.createSprite(0, 0, 'backdrop2');
|
||||
pic1 = myGame.add.sprite(0, 0, 'backdrop1');
|
||||
pic2 = myGame.add.sprite(0, 0, 'backdrop2');
|
||||
|
||||
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles('jet', 50, false, 0);
|
||||
emitter.setRotation(0, 0);
|
||||
emitter.start(false, 10, 0.1);
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
var emitter;
|
||||
function create() {
|
||||
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles(null, 50, false, 0);
|
||||
emitter.start(true);
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
function create() {
|
||||
|
||||
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles(null, 50, false, 0);
|
||||
emitter.start(true);
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles('jet', 50, false, 0);
|
||||
emitter.start(false, 10, 0.1);
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles('jet', 50, false, 0);
|
||||
emitter.start(false, 10, 0.1);
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles('jet', 100);
|
||||
emitter.gravity = 200;
|
||||
emitter.setXSpeed(-50, 50);
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, myGame.stage.centerY);
|
||||
emitter.makeParticles('jet', 100);
|
||||
|
||||
emitter.gravity = 200;
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
myGame.loader.load();
|
||||
}
|
||||
function makeEmitter(emitter, x, y, graphic) {
|
||||
emitter = myGame.createEmitter(x, y);
|
||||
emitter = myGame.add.emitter(x, y);
|
||||
emitter.gravity = 100;
|
||||
emitter.bounce = 0.5;
|
||||
if(x == 0) {
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
function makeEmitter(emitter, x, y, graphic) {
|
||||
|
||||
emitter = myGame.createEmitter(x, y);
|
||||
emitter = myGame.add.emitter(x, y);
|
||||
emitter.gravity = 100;
|
||||
emitter.bounce = 0.5;
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@ var customParticle = (function (_super) {
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, 50);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, 50);
|
||||
emitter.gravity = 100;
|
||||
// Here we tell the emitter to use our customParticle class
|
||||
// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
|
||||
|
||||
@@ -37,7 +37,7 @@ class customParticle extends Phaser.Particle {
|
||||
|
||||
function create() {
|
||||
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX, 50);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX, 50);
|
||||
emitter.gravity = 100;
|
||||
|
||||
// Here we tell the emitter to use our customParticle class
|
||||
|
||||
@@ -9,13 +9,13 @@
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
leftEmitter = myGame.createEmitter(0, myGame.stage.centerY - 200);
|
||||
leftEmitter = myGame.add.emitter(0, myGame.stage.centerY - 200);
|
||||
leftEmitter.gravity = 100;
|
||||
leftEmitter.bounce = 0.5;
|
||||
leftEmitter.setXSpeed(100, 200);
|
||||
leftEmitter.setYSpeed(-50, 50);
|
||||
leftEmitter.makeParticles('ball1', 250, false, 1);
|
||||
rightEmitter = myGame.createEmitter(myGame.stage.width, myGame.stage.centerY - 200);
|
||||
rightEmitter = myGame.add.emitter(myGame.stage.width, myGame.stage.centerY - 200);
|
||||
rightEmitter.gravity = 100;
|
||||
rightEmitter.bounce = 0.5;
|
||||
rightEmitter.setXSpeed(-100, -200);
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
leftEmitter = myGame.createEmitter(0, myGame.stage.centerY - 200);
|
||||
leftEmitter = myGame.add.emitter(0, myGame.stage.centerY - 200);
|
||||
leftEmitter.gravity = 100;
|
||||
leftEmitter.bounce = 0.5;
|
||||
leftEmitter.setXSpeed(100, 200);
|
||||
@@ -26,7 +26,7 @@
|
||||
leftEmitter.makeParticles('ball1', 250, false, 1);
|
||||
|
||||
|
||||
rightEmitter = myGame.createEmitter(myGame.stage.width, myGame.stage.centerY - 200);
|
||||
rightEmitter = myGame.add.emitter(myGame.stage.width, myGame.stage.centerY - 200);
|
||||
rightEmitter.gravity = 100;
|
||||
rightEmitter.bounce = 0.5;
|
||||
rightEmitter.setXSpeed(-100, -200);
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
// 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.createScrollZone('balls', 0, 0, 800, 612);
|
||||
scroller = myGame.add.scrollZone('balls', 0, 0, 800, 612);
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
// 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.createScrollZone('balls', 0, 0, 800, 612);
|
||||
scroller = myGame.add.scrollZone('balls', 0, 0, 800, 612);
|
||||
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
|
||||
@@ -17,15 +17,15 @@
|
||||
var fireRate = 0;
|
||||
var shipMotion;
|
||||
function create() {
|
||||
scroller = myGame.createScrollZone('starfield', 0, 0, 1024, 1024);
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
|
||||
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.createGroup(50);
|
||||
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');
|
||||
@@ -35,7 +35,7 @@
|
||||
tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
|
||||
bullets.add(tempBullet);
|
||||
}
|
||||
ship = myGame.createSprite(myGame.stage.centerX, myGame.stage.centerY, 'nashwan');
|
||||
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);
|
||||
|
||||
@@ -27,9 +27,9 @@
|
||||
|
||||
function create() {
|
||||
|
||||
scroller = myGame.createScrollZone('starfield', 0, 0, 1024, 1024);
|
||||
scroller = myGame.add.scrollZone('starfield', 0, 0, 1024, 1024);
|
||||
|
||||
emitter = myGame.createEmitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
|
||||
emitter = myGame.add.emitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
|
||||
emitter.makeParticles('jet', 250, false, 0);
|
||||
emitter.setRotation(0, 0);
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
// Looks way cool :)
|
||||
emitter.globalCompositeOperation = 'lighter';
|
||||
|
||||
bullets = myGame.createGroup(50);
|
||||
bullets = myGame.add.group(50);
|
||||
|
||||
// Create our bullet pool
|
||||
for (var i = 0; i < 50; i++)
|
||||
@@ -52,7 +52,7 @@
|
||||
bullets.add(tempBullet);
|
||||
}
|
||||
|
||||
ship = myGame.createSprite(myGame.stage.centerX, myGame.stage.centerY, 'nashwan');
|
||||
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;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
myGame.loader.load();
|
||||
}
|
||||
function create() {
|
||||
var zone = myGame.createScrollZone('starray');
|
||||
var zone = myGame.add.scrollZone('starray');
|
||||
// Hide the default region (the full image)
|
||||
zone.currentRegion.visible = false;
|
||||
var y = 0;
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
function create() {
|
||||
|
||||
var zone: Phaser.ScrollZone = myGame.createScrollZone('starray');
|
||||
var zone: Phaser.ScrollZone = myGame.add.scrollZone('starray');
|
||||
|
||||
// Hide the default region (the full image)
|
||||
zone.currentRegion.visible = false;
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
var scroller;
|
||||
function create() {
|
||||
// This creates our ScrollZone centered in the middle of the stage.
|
||||
scroller = myGame.createScrollZone('angelDawn', myGame.stage.centerX - 320, 100);
|
||||
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
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
function create() {
|
||||
|
||||
// This creates our ScrollZone centered in the middle of the stage.
|
||||
scroller = myGame.createScrollZone('angelDawn', myGame.stage.centerX - 320, 100);
|
||||
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:
|
||||
|
||||
|
||||
@@ -11,8 +11,8 @@
|
||||
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.createScrollZone('dragonsun', 32, 32, 352, 240);
|
||||
scroller = myGame.add.scrollZone('dragonsun', 32, 32, 352, 240);
|
||||
scroller.setSpeed(2, 2);
|
||||
myGame.createSprite(0, 0, 'overlay');
|
||||
myGame.add.sprite(0, 0, 'overlay');
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -20,11 +20,11 @@
|
||||
|
||||
// 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.createScrollZone('dragonsun', 32, 32, 352, 240);
|
||||
scroller = myGame.add.scrollZone('dragonsun', 32, 32, 352, 240);
|
||||
|
||||
scroller.setSpeed(2, 2);
|
||||
|
||||
myGame.createSprite(0, 0, 'overlay');
|
||||
myGame.add.sprite(0, 0, 'overlay');
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -11,6 +11,6 @@
|
||||
// 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.createScrollZone('crystal').setSpeed(4, 2);
|
||||
myGame.add.scrollZone('crystal').setSpeed(4, 2);
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
// 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.createScrollZone('crystal').setSpeed(4, 2);
|
||||
myGame.add.scrollZone('crystal').setSpeed(4, 2);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user