Updated every test to use the new GameObjectFactory syntax

This commit is contained in:
Richard Davey
2013-05-23 00:36:53 +01:00
parent bd54460e80
commit c5ace72180
156 changed files with 339 additions and 337 deletions
+2 -2
View File
@@ -10,8 +10,8 @@
var car;
var fade;
function create() {
myGame.createSprite(0, 0, 'background');
car = myGame.createSprite(400, 300, 'car');
myGame.add.sprite(0, 0, 'background');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
fade = myGame.camera.fx.add(Phaser.FX.Camera.Fade);
}
+2 -2
View File
@@ -19,9 +19,9 @@
function create() {
myGame.createSprite(0, 0, 'background');
myGame.add.sprite(0, 0, 'background');
car = myGame.createSprite(400, 300, 'car');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
fade = <Phaser.FX.Camera.Fade> myGame.camera.fx.add(Phaser.FX.Camera.Fade);
+2 -2
View File
@@ -10,8 +10,8 @@
var car;
var flash;
function create() {
myGame.createSprite(0, 0, 'background');
car = myGame.createSprite(400, 300, 'car');
myGame.add.sprite(0, 0, 'background');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
flash = myGame.camera.fx.add(Phaser.FX.Camera.Flash);
}
+2 -2
View File
@@ -19,9 +19,9 @@
function create() {
myGame.createSprite(0, 0, 'background');
myGame.add.sprite(0, 0, 'background');
car = myGame.createSprite(400, 300, 'car');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
flash = <Phaser.FX.Camera.Flash> myGame.camera.fx.add(Phaser.FX.Camera.Flash);
+1 -1
View File
@@ -24,7 +24,7 @@
// Experiment with variations on these to see the different mirror effects that can be achieved.
//mirror.flipX = true;
//mirror.flipY = true;
myGame.createSprite(0, 0, 'backdrop');
myGame.add.sprite(0, 0, 'backdrop');
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
+1 -1
View File
@@ -39,7 +39,7 @@
//mirror.flipX = true;
//mirror.flipY = true;
myGame.createSprite(0, 0, 'backdrop');
myGame.add.sprite(0, 0, 'backdrop');
}
+1 -1
View File
@@ -15,7 +15,7 @@
scanlines.spacing = 2;
// This is the color the lines will be drawn in
scanlines.color = 'rgba(0, 0, 0, 0.8)';
myGame.createSprite(0, 0, 'backdrop');
myGame.add.sprite(0, 0, 'backdrop');
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
+1 -1
View File
@@ -28,7 +28,7 @@
// This is the color the lines will be drawn in
scanlines.color = 'rgba(0, 0, 0, 0.8)';
myGame.createSprite(0, 0, 'backdrop');
myGame.add.sprite(0, 0, 'backdrop');
}
+2 -2
View File
@@ -10,8 +10,8 @@
var car;
var shake;
function create() {
myGame.createSprite(0, 0, 'background');
car = myGame.createSprite(400, 300, 'car');
myGame.add.sprite(0, 0, 'background');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
shake = myGame.camera.fx.add(Phaser.FX.Camera.Shake);
myGame.onRenderCallback = render;
+2 -2
View File
@@ -19,9 +19,9 @@
function create() {
myGame.createSprite(0, 0, 'background');
myGame.add.sprite(0, 0, 'background');
car = myGame.createSprite(400, 300, 'car');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
shake = <Phaser.FX.Camera.Shake> myGame.camera.fx.add(Phaser.FX.Camera.Shake);
+3 -3
View File
@@ -10,11 +10,11 @@
var car;
var miniCam;
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);
miniCam = myGame.createCamera(0, 0, 300, 300);
miniCam = myGame.add.camera(0, 0, 300, 300);
miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT);
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam.showBorder = true;
+3 -3
View File
@@ -20,14 +20,14 @@
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);
miniCam = myGame.createCamera(0, 0, 300, 300);
miniCam = myGame.add.camera(0, 0, 300, 300);
miniCam.follow(car, Phaser.Camera.STYLE_TOPDOWN_TIGHT);
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam.showBorder = true;
+2 -2
View File
@@ -9,9 +9,9 @@
myGame.loader.load();
}
function create() {
myGame.createSprite(0, 0, 'backdrop');
myGame.add.sprite(0, 0, 'backdrop');
for(var i = 0; i < 100; i++) {
myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
}
myGame.onRenderCallback = render;
}
+2 -2
View File
@@ -18,11 +18,11 @@
function create() {
myGame.createSprite(0, 0, 'backdrop');
myGame.add.sprite(0, 0, 'backdrop');
for (var i = 0; i < 100; i++)
{
myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
}
myGame.onRenderCallback = render;
+2 -2
View File
@@ -9,13 +9,13 @@
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.showBorder = true;
cam2.borderColor = 'rgb(255,255,0)';
}
+2 -2
View File
@@ -20,7 +20,7 @@
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);
@@ -28,7 +28,7 @@
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.showBorder = true;
cam2.borderColor = 'rgb(255,255,0)';
+2 -2
View File
@@ -10,9 +10,9 @@
function create() {
for(var i = 0; i < 1000; i++) {
if(Math.random() > 0.5) {
myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'car');
myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'car');
} else {
myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
}
}
myGame.camera.setPosition(100, 100);
+2 -2
View File
@@ -21,11 +21,11 @@
{
if (Math.random() > 0.5)
{
myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'car');
myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'car');
}
else
{
myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
myGame.add.sprite(Math.random() * 3000, Math.random() * 3000, 'melon');
}
}
+4 -4
View File
@@ -11,17 +11,17 @@
var miniCam;
var bigCam;
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.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam = myGame.createCamera(600, 32, 200, 200);
miniCam = myGame.add.camera(600, 32, 200, 200);
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam.showBorder = true;
miniCam.scale.setTo(0.5, 0.5);
bigCam = myGame.createCamera(32, 32, 200, 200);
bigCam = myGame.add.camera(32, 32, 200, 200);
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
bigCam.showBorder = true;
+4 -4
View File
@@ -21,21 +21,21 @@
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);
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam = myGame.createCamera(600, 32, 200, 200);
miniCam = myGame.add.camera(600, 32, 200, 200);
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam.showBorder = true;
miniCam.scale.setTo(0.5, 0.5);
bigCam = myGame.createCamera(32, 32, 200, 200);
bigCam = myGame.add.camera(32, 32, 200, 200);
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
bigCam.showBorder = true;
+4 -4
View File
@@ -11,18 +11,18 @@
var miniCam;
var bigCam;
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.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam = myGame.createCamera(600, 32, 200, 200);
miniCam = myGame.add.camera(600, 32, 200, 200);
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam.showBorder = true;
miniCam.scale.setTo(0.5, 0.5);
miniCam.showShadow = true;
bigCam = myGame.createCamera(32, 32, 200, 200);
bigCam = myGame.add.camera(32, 32, 200, 200);
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
bigCam.showBorder = true;
+4 -4
View File
@@ -21,22 +21,22 @@
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);
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam = myGame.createCamera(600, 32, 200, 200);
miniCam = myGame.add.camera(600, 32, 200, 200);
miniCam.follow(car, Phaser.Camera.STYLE_LOCKON);
miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
miniCam.showBorder = true;
miniCam.scale.setTo(0.5, 0.5);
miniCam.showShadow = true;
bigCam = myGame.createCamera(32, 32, 200, 200);
bigCam = myGame.add.camera(32, 32, 200, 200);
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
bigCam.showBorder = true;
+4 -4
View File
@@ -11,18 +11,18 @@
var miniCam;
var bigCam;
function create() {
//myGame.createSprite('grid', 0, 0);
car = myGame.createSprite(400, 300, 'car');
//myGame.add.sprite('grid', 0, 0);
car = myGame.add.sprite(400, 300, 'car');
myGame.camera.setTexture('balls');
myGame.camera.follow(car);
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
//miniCam = myGame.createCamera(600, 32, 200, 200);
//miniCam = myGame.add.camera(600, 32, 200, 200);
//miniCam.follow(car, Camera.STYLE_LOCKON);
//miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
//miniCam.showBorder = true;
//miniCam.scale.setTo(0.5, 0.5);
//bigCam = myGame.createCamera(32, 32, 200, 200);
//bigCam = myGame.add.camera(32, 32, 200, 200);
//bigCam.follow(car, Camera.STYLE_LOCKON);
//bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
//bigCam.showBorder = true;
+4 -4
View File
@@ -21,22 +21,22 @@
function create() {
//myGame.createSprite('grid', 0, 0);
//myGame.add.sprite('grid', 0, 0);
car = myGame.createSprite(400, 300, 'car');
car = myGame.add.sprite(400, 300, 'car');
myGame.camera.setTexture('balls');
myGame.camera.follow(car);
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
//miniCam = myGame.createCamera(600, 32, 200, 200);
//miniCam = myGame.add.camera(600, 32, 200, 200);
//miniCam.follow(car, Camera.STYLE_LOCKON);
//miniCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
//miniCam.showBorder = true;
//miniCam.scale.setTo(0.5, 0.5);
//bigCam = myGame.createCamera(32, 32, 200, 200);
//bigCam = myGame.add.camera(32, 32, 200, 200);
//bigCam.follow(car, Camera.STYLE_LOCKON);
//bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
//bigCam.showBorder = true;
+3 -3
View File
@@ -11,12 +11,12 @@
var melon;
function create() {
// locked to the camera
myGame.createSprite(0, 0, 'grid');
melon = myGame.createSprite(600, 650, 'melon');
myGame.add.sprite(0, 0, 'grid');
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);
}
}
+3 -3
View File
@@ -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);
}
+2 -2
View File
@@ -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);
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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;
}
+2 -2
View File
@@ -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);
+2 -2
View File
@@ -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);
}
+2 -2
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@@ -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);
+2 -2
View File
@@ -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;
+2 -2
View File
@@ -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;
+3 -3
View File
@@ -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);
}
}
+3 -3
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@@ -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);
}
+2 -2
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@@ -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';
}
+2 -2
View File
@@ -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';
+2 -2
View File
@@ -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;
+2 -2
View File
@@ -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++)
{
+2 -2
View File
@@ -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;
+2 -2
View File
@@ -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;
+3 -3
View File
@@ -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;
+3 -3
View File
@@ -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;
+2 -2
View File
@@ -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;
+2 -2
View File
@@ -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;
+2 -2
View File
@@ -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;
}
+2 -2
View File
@@ -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;
+1 -1
View File
@@ -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() {
+1 -1
View File
@@ -8,7 +8,7 @@
function create() {
line = myGame.createGeomSprite(200, 200);
line = myGame.add.geomSprite(200, 200);
line.createLine(400, 400);
+2 -2
View File
@@ -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;
}
+2 -2
View File
@@ -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;
+2 -2
View File
@@ -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() {
+2 -2
View File
@@ -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;
+1 -1
View File
@@ -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;
}
+1 -1
View File
@@ -8,7 +8,7 @@
function create() {
box = myGame.createGeomSprite(0, 0);
box = myGame.add.geomSprite(0, 0);
box.createRectangle(64, 64);
box.renderOutline = false;
+4 -4
View File
@@ -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() {
+4 -4
View File
@@ -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);
+4 -4
View File
@@ -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() {
+4 -4
View File
@@ -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);
+1 -1
View File
@@ -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() {
+1 -1
View File
@@ -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');
}
}
+1 -1
View File
@@ -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) {
+1 -1
View File
@@ -21,7 +21,7 @@
function create() {
balls = myGame.createGroup();
balls = myGame.add.group();
myGame.input.onTap.add(tapped, this);
+3 -3
View File
@@ -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;
+3 -3
View File
@@ -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;
+3 -3
View File
@@ -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() {
+3 -3
View File
@@ -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);
+1 -1
View File
@@ -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();
+1 -1
View File
@@ -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
View File
@@ -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
View File
@@ -16,7 +16,7 @@
function create() {
car = myGame.createSprite(200, 300, 'car');
car = myGame.add.sprite(200, 300, 'car');
myGame.onRenderCallback = render;
+1 -1
View File
@@ -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;
}
+1 -1
View File
@@ -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;
}
+3 -3
View File
@@ -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);
+3 -3
View File
@@ -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);
+1 -1
View File
@@ -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);
}
+1 -1
View File
@@ -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);
+1 -1
View File
@@ -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);
}
+1 -1
View File
@@ -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);
+1 -1
View File
@@ -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);
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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) {
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+2 -2
View File
@@ -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);
+2 -2
View File
@@ -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);
+1 -1
View File
@@ -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);
}
+1 -1
View File
@@ -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);
+4 -4
View File
@@ -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);
+4 -4
View File
@@ -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;
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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:
+2 -2
View File
@@ -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');
}
})();
+2 -2
View File
@@ -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');
}
+1 -1
View File
@@ -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);
}
})();
+1 -1
View File
@@ -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);
}

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