diff --git a/Tests/camera fx/fade.js b/Tests/camera fx/fade.js index f01fd919..2fe678bc 100644 --- a/Tests/camera fx/fade.js +++ b/Tests/camera fx/fade.js @@ -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); } diff --git a/Tests/camera fx/fade.ts b/Tests/camera fx/fade.ts index ec9be765..4816b5d5 100644 --- a/Tests/camera fx/fade.ts +++ b/Tests/camera fx/fade.ts @@ -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 = myGame.camera.fx.add(Phaser.FX.Camera.Fade); diff --git a/Tests/camera fx/flash.js b/Tests/camera fx/flash.js index 12674071..6c35dc00 100644 --- a/Tests/camera fx/flash.js +++ b/Tests/camera fx/flash.js @@ -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); } diff --git a/Tests/camera fx/flash.ts b/Tests/camera fx/flash.ts index ca607c28..f3a2e61a 100644 --- a/Tests/camera fx/flash.ts +++ b/Tests/camera fx/flash.ts @@ -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 = myGame.camera.fx.add(Phaser.FX.Camera.Flash); diff --git a/Tests/camera fx/mirror.js b/Tests/camera fx/mirror.js index f5adab9e..e9abc4c5 100644 --- a/Tests/camera fx/mirror.js +++ b/Tests/camera fx/mirror.js @@ -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)) { diff --git a/Tests/camera fx/mirror.ts b/Tests/camera fx/mirror.ts index be6e0adb..3a7cdc92 100644 --- a/Tests/camera fx/mirror.ts +++ b/Tests/camera fx/mirror.ts @@ -39,7 +39,7 @@ //mirror.flipX = true; //mirror.flipY = true; - myGame.createSprite(0, 0, 'backdrop'); + myGame.add.sprite(0, 0, 'backdrop'); } diff --git a/Tests/camera fx/scanlines.js b/Tests/camera fx/scanlines.js index 43f68fb9..71d9bab5 100644 --- a/Tests/camera fx/scanlines.js +++ b/Tests/camera fx/scanlines.js @@ -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)) { diff --git a/Tests/camera fx/scanlines.ts b/Tests/camera fx/scanlines.ts index 4f87edbf..019f3024 100644 --- a/Tests/camera fx/scanlines.ts +++ b/Tests/camera fx/scanlines.ts @@ -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'); } diff --git a/Tests/camera fx/shake.js b/Tests/camera fx/shake.js index dde86e69..6c78a0da 100644 --- a/Tests/camera fx/shake.js +++ b/Tests/camera fx/shake.js @@ -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; diff --git a/Tests/camera fx/shake.ts b/Tests/camera fx/shake.ts index 7162448d..eaa047a3 100644 --- a/Tests/camera fx/shake.ts +++ b/Tests/camera fx/shake.ts @@ -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 = myGame.camera.fx.add(Phaser.FX.Camera.Shake); diff --git a/Tests/cameras/camera alpha.js b/Tests/cameras/camera alpha.js index c233a13d..ff60bfe9 100644 --- a/Tests/cameras/camera alpha.js +++ b/Tests/cameras/camera alpha.js @@ -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; diff --git a/Tests/cameras/camera alpha.ts b/Tests/cameras/camera alpha.ts index f2e778dc..abf81700 100644 --- a/Tests/cameras/camera alpha.ts +++ b/Tests/cameras/camera alpha.ts @@ -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; diff --git a/Tests/cameras/camera bounds.js b/Tests/cameras/camera bounds.js index 23bcb4e3..6c5f0917 100644 --- a/Tests/cameras/camera bounds.js +++ b/Tests/cameras/camera bounds.js @@ -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; } diff --git a/Tests/cameras/camera bounds.ts b/Tests/cameras/camera bounds.ts index 7993662d..4c2c3a7b 100644 --- a/Tests/cameras/camera bounds.ts +++ b/Tests/cameras/camera bounds.ts @@ -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; diff --git a/Tests/cameras/camera position.js b/Tests/cameras/camera position.js index f67e2cf3..295ac765 100644 --- a/Tests/cameras/camera position.js +++ b/Tests/cameras/camera position.js @@ -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)'; } diff --git a/Tests/cameras/camera position.ts b/Tests/cameras/camera position.ts index 28071bc7..d5f7384c 100644 --- a/Tests/cameras/camera position.ts +++ b/Tests/cameras/camera position.ts @@ -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)'; diff --git a/Tests/cameras/camera rotation.js b/Tests/cameras/camera rotation.js index f9adc46b..d7715798 100644 --- a/Tests/cameras/camera rotation.js +++ b/Tests/cameras/camera rotation.js @@ -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); diff --git a/Tests/cameras/camera rotation.ts b/Tests/cameras/camera rotation.ts index 1192829c..92d41cc4 100644 --- a/Tests/cameras/camera rotation.ts +++ b/Tests/cameras/camera rotation.ts @@ -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'); } } diff --git a/Tests/cameras/camera scale.js b/Tests/cameras/camera scale.js index 965bfc67..d33ad8f6 100644 --- a/Tests/cameras/camera scale.js +++ b/Tests/cameras/camera scale.js @@ -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; diff --git a/Tests/cameras/camera scale.ts b/Tests/cameras/camera scale.ts index b7f34e0d..254d0165 100644 --- a/Tests/cameras/camera scale.ts +++ b/Tests/cameras/camera scale.ts @@ -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; diff --git a/Tests/cameras/camera shadow.js b/Tests/cameras/camera shadow.js index 8e9d2831..b66262d2 100644 --- a/Tests/cameras/camera shadow.js +++ b/Tests/cameras/camera shadow.js @@ -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; diff --git a/Tests/cameras/camera shadow.ts b/Tests/cameras/camera shadow.ts index 835a3262..195e5227 100644 --- a/Tests/cameras/camera shadow.ts +++ b/Tests/cameras/camera shadow.ts @@ -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; diff --git a/Tests/cameras/camera texture.js b/Tests/cameras/camera texture.js index 75e0c5ae..4a9cf23c 100644 --- a/Tests/cameras/camera texture.js +++ b/Tests/cameras/camera texture.js @@ -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; diff --git a/Tests/cameras/camera texture.ts b/Tests/cameras/camera texture.ts index 5ecd5a37..aa5ba0ed 100644 --- a/Tests/cameras/camera texture.ts +++ b/Tests/cameras/camera texture.ts @@ -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; diff --git a/Tests/cameras/focus on.js b/Tests/cameras/focus on.js index c6ca1757..e2aa5810 100644 --- a/Tests/cameras/focus on.js +++ b/Tests/cameras/focus on.js @@ -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); } } diff --git a/Tests/cameras/focus on.ts b/Tests/cameras/focus on.ts index 36e40b2b..6807a0b9 100644 --- a/Tests/cameras/focus on.ts +++ b/Tests/cameras/focus on.ts @@ -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); } diff --git a/Tests/cameras/follow deadzone.js b/Tests/cameras/follow deadzone.js index d521a47f..3f748921 100644 --- a/Tests/cameras/follow deadzone.js +++ b/Tests/cameras/follow deadzone.js @@ -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); diff --git a/Tests/cameras/follow deadzone.ts b/Tests/cameras/follow deadzone.ts index dcbec480..6dca503c 100644 --- a/Tests/cameras/follow deadzone.ts +++ b/Tests/cameras/follow deadzone.ts @@ -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 diff --git a/Tests/cameras/follow sprite.js b/Tests/cameras/follow sprite.js index dc178904..e0a1eaaa 100644 --- a/Tests/cameras/follow sprite.js +++ b/Tests/cameras/follow sprite.js @@ -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; } diff --git a/Tests/cameras/follow sprite.ts b/Tests/cameras/follow sprite.ts index 2c99a097..3b3669c5 100644 --- a/Tests/cameras/follow sprite.ts +++ b/Tests/cameras/follow sprite.ts @@ -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); diff --git a/Tests/cameras/follow topdown.js b/Tests/cameras/follow topdown.js index dcee55b4..e6cbe459 100644 --- a/Tests/cameras/follow topdown.js +++ b/Tests/cameras/follow topdown.js @@ -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); } diff --git a/Tests/cameras/follow topdown.ts b/Tests/cameras/follow topdown.ts index 6b965e63..382187de 100644 --- a/Tests/cameras/follow topdown.ts +++ b/Tests/cameras/follow topdown.ts @@ -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); diff --git a/Tests/cameras/multicam1.js b/Tests/cameras/multicam1.js index d574a6ab..42bede02 100644 --- a/Tests/cameras/multicam1.js +++ b/Tests/cameras/multicam1.js @@ -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; diff --git a/Tests/cameras/multicam1.ts b/Tests/cameras/multicam1.ts index 8aba9d61..b408b224 100644 --- a/Tests/cameras/multicam1.ts +++ b/Tests/cameras/multicam1.ts @@ -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; diff --git a/Tests/cameras/scroll factor.js b/Tests/cameras/scroll factor.js index 3f57be57..7dbc31db 100644 --- a/Tests/cameras/scroll factor.js +++ b/Tests/cameras/scroll factor.js @@ -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); } } diff --git a/Tests/cameras/scroll factor.ts b/Tests/cameras/scroll factor.ts index accf2c0a..df4fc3b6 100644 --- a/Tests/cameras/scroll factor.ts +++ b/Tests/cameras/scroll factor.ts @@ -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); } diff --git a/Tests/collision/collide sprites.js b/Tests/collision/collide sprites.js index 9505f28e..fe82a9b6 100644 --- a/Tests/collision/collide sprites.js +++ b/Tests/collision/collide sprites.js @@ -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'; } diff --git a/Tests/collision/collide sprites.ts b/Tests/collision/collide sprites.ts index f14ed214..1bcf3622 100644 --- a/Tests/collision/collide sprites.ts +++ b/Tests/collision/collide sprites.ts @@ -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'; diff --git a/Tests/collision/falling balls.js b/Tests/collision/falling balls.js index 785fe100..0f650c7c 100644 --- a/Tests/collision/falling balls.js +++ b/Tests/collision/falling balls.js @@ -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; diff --git a/Tests/collision/falling balls.ts b/Tests/collision/falling balls.ts index 8298b4b8..90033cb3 100644 --- a/Tests/collision/falling balls.ts +++ b/Tests/collision/falling balls.ts @@ -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++) { diff --git a/Tests/collision/mask animation 1.js b/Tests/collision/mask animation 1.js index 19d7f97e..d2643a36 100644 --- a/Tests/collision/mask animation 1.js +++ b/Tests/collision/mask animation 1.js @@ -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; diff --git a/Tests/collision/mask animation 1.ts b/Tests/collision/mask animation 1.ts index c07da0b5..2a7ea22b 100644 --- a/Tests/collision/mask animation 1.ts +++ b/Tests/collision/mask animation 1.ts @@ -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; diff --git a/Tests/collision/mask test 1.js b/Tests/collision/mask test 1.js index 9eb41dfb..59b3738c 100644 --- a/Tests/collision/mask test 1.js +++ b/Tests/collision/mask test 1.js @@ -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; diff --git a/Tests/collision/mask test 1.ts b/Tests/collision/mask test 1.ts index fe608d2e..865c8a9d 100644 --- a/Tests/collision/mask test 1.ts +++ b/Tests/collision/mask test 1.ts @@ -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; diff --git a/Tests/collision/mask test 2.js b/Tests/collision/mask test 2.js index e8edc580..5f7627ce 100644 --- a/Tests/collision/mask test 2.js +++ b/Tests/collision/mask test 2.js @@ -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; diff --git a/Tests/collision/mask test 2.ts b/Tests/collision/mask test 2.ts index 41dff885..44f0da2c 100644 --- a/Tests/collision/mask test 2.ts +++ b/Tests/collision/mask test 2.ts @@ -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; diff --git a/Tests/geometry/circle.js b/Tests/geometry/circle.js index 45541740..752987a5 100644 --- a/Tests/geometry/circle.js +++ b/Tests/geometry/circle.js @@ -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; } diff --git a/Tests/geometry/circle.ts b/Tests/geometry/circle.ts index b0d62e20..9a23b64a 100644 --- a/Tests/geometry/circle.ts +++ b/Tests/geometry/circle.ts @@ -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; diff --git a/Tests/geometry/line.js b/Tests/geometry/line.js index 6d7399bd..c879fd00 100644 --- a/Tests/geometry/line.js +++ b/Tests/geometry/line.js @@ -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() { diff --git a/Tests/geometry/line.ts b/Tests/geometry/line.ts index c56ebe46..cf69a9a8 100644 --- a/Tests/geometry/line.ts +++ b/Tests/geometry/line.ts @@ -8,7 +8,7 @@ function create() { - line = myGame.createGeomSprite(200, 200); + line = myGame.add.geomSprite(200, 200); line.createLine(400, 400); diff --git a/Tests/geometry/point.js b/Tests/geometry/point.js index db451559..126f3f3b 100644 --- a/Tests/geometry/point.js +++ b/Tests/geometry/point.js @@ -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; } diff --git a/Tests/geometry/point.ts b/Tests/geometry/point.ts index 3146b332..2ae39d03 100644 --- a/Tests/geometry/point.ts +++ b/Tests/geometry/point.ts @@ -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; diff --git a/Tests/geometry/rect vs rect.js b/Tests/geometry/rect vs rect.js index b4543889..b89c54e7 100644 --- a/Tests/geometry/rect vs rect.js +++ b/Tests/geometry/rect vs rect.js @@ -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() { diff --git a/Tests/geometry/rect vs rect.ts b/Tests/geometry/rect vs rect.ts index 6c7ba5a4..b527a9cf 100644 --- a/Tests/geometry/rect vs rect.ts +++ b/Tests/geometry/rect vs rect.ts @@ -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; diff --git a/Tests/geometry/rectangle.js b/Tests/geometry/rectangle.js index 604e3573..e6508013 100644 --- a/Tests/geometry/rectangle.js +++ b/Tests/geometry/rectangle.js @@ -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; } diff --git a/Tests/geometry/rectangle.ts b/Tests/geometry/rectangle.ts index f91d832f..55bfc90d 100644 --- a/Tests/geometry/rectangle.ts +++ b/Tests/geometry/rectangle.ts @@ -8,7 +8,7 @@ function create() { - box = myGame.createGeomSprite(0, 0); + box = myGame.add.geomSprite(0, 0); box.createRectangle(64, 64); box.renderOutline = false; diff --git a/Tests/groups/basic group.js b/Tests/groups/basic group.js index 1a69cf9e..a0a1fae1 100644 --- a/Tests/groups/basic group.js +++ b/Tests/groups/basic group.js @@ -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() { diff --git a/Tests/groups/basic group.ts b/Tests/groups/basic group.ts index 82865f52..344b6898 100644 --- a/Tests/groups/basic group.ts +++ b/Tests/groups/basic group.ts @@ -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); diff --git a/Tests/groups/display order.js b/Tests/groups/display order.js index 95902fb4..089983b0 100644 --- a/Tests/groups/display order.js +++ b/Tests/groups/display order.js @@ -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() { diff --git a/Tests/groups/display order.ts b/Tests/groups/display order.ts index 5b9c1dfb..38a12f5a 100644 --- a/Tests/groups/display order.ts +++ b/Tests/groups/display order.ts @@ -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 = 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); diff --git a/Tests/input/mouse scale.js b/Tests/input/mouse scale.js index 18ff892e..9a4f2146 100644 --- a/Tests/input/mouse scale.js +++ b/Tests/input/mouse scale.js @@ -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() { diff --git a/Tests/input/mouse scale.ts b/Tests/input/mouse scale.ts index f36796b6..6c6997cf 100644 --- a/Tests/input/mouse scale.ts +++ b/Tests/input/mouse scale.ts @@ -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'); } } diff --git a/Tests/input/single tap.js b/Tests/input/single tap.js index d7ab5df0..efbae556 100644 --- a/Tests/input/single tap.js +++ b/Tests/input/single tap.js @@ -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) { diff --git a/Tests/input/single tap.ts b/Tests/input/single tap.ts index 1f017329..db3e525a 100644 --- a/Tests/input/single tap.ts +++ b/Tests/input/single tap.ts @@ -21,7 +21,7 @@ function create() { - balls = myGame.createGroup(); + balls = myGame.add.group(); myGame.input.onTap.add(tapped, this); diff --git a/Tests/mini games/formula 1.js b/Tests/mini games/formula 1.js index 656b572e..f58f4ac9 100644 --- a/Tests/mini games/formula 1.js +++ b/Tests/mini games/formula 1.js @@ -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; diff --git a/Tests/mini games/formula 1.ts b/Tests/mini games/formula 1.ts index 7b19ccb8..035c7a34 100644 --- a/Tests/mini games/formula 1.ts +++ b/Tests/mini games/formula 1.ts @@ -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; diff --git a/Tests/misc/multi game.js b/Tests/misc/multi game.js index 3e36a306..8e1944ed 100644 --- a/Tests/misc/multi game.js +++ b/Tests/misc/multi game.js @@ -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() { diff --git a/Tests/misc/multi game.ts b/Tests/misc/multi game.ts index 39ac2867..2704c3ca 100644 --- a/Tests/misc/multi game.ts +++ b/Tests/misc/multi game.ts @@ -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); diff --git a/Tests/misc/starfield.js b/Tests/misc/starfield.js index 7a98871c..55f3e468 100644 --- a/Tests/misc/starfield.js +++ b/Tests/misc/starfield.js @@ -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(); diff --git a/Tests/misc/starfield.ts b/Tests/misc/starfield.ts index 999ea3a3..ae5e0814 100644 --- a/Tests/misc/starfield.ts +++ b/Tests/misc/starfield.ts @@ -24,7 +24,7 @@ zz[i] = Math.floor(Math.random() * 160) + 1; } - starfield = myGame.createDynamicTexture(800, 600); + starfield = myGame.add.dynamicTexture(800, 600); } diff --git a/Tests/misc/time.js b/Tests/misc/time.js index e21a1a4c..75fe1bf8 100644 --- a/Tests/misc/time.js +++ b/Tests/misc/time.js @@ -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)'; diff --git a/Tests/misc/time.ts b/Tests/misc/time.ts index 4f4f2f27..95872f1b 100644 --- a/Tests/misc/time.ts +++ b/Tests/misc/time.ts @@ -16,7 +16,7 @@ function create() { - car = myGame.createSprite(200, 300, 'car'); + car = myGame.add.sprite(200, 300, 'car'); myGame.onRenderCallback = render; diff --git a/Tests/mobile/bunny mobile.js b/Tests/mobile/bunny mobile.js index a2069d00..767cf72c 100644 --- a/Tests/mobile/bunny mobile.js +++ b/Tests/mobile/bunny mobile.js @@ -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; } diff --git a/Tests/mobile/bunny mobile.ts b/Tests/mobile/bunny mobile.ts index 7668e7fa..6cf9f940 100644 --- a/Tests/mobile/bunny mobile.ts +++ b/Tests/mobile/bunny mobile.ts @@ -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; } diff --git a/Tests/mobile/sprite test 1.js b/Tests/mobile/sprite test 1.js index af85be5c..717a958f 100644 --- a/Tests/mobile/sprite test 1.js +++ b/Tests/mobile/sprite test 1.js @@ -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); diff --git a/Tests/mobile/sprite test 1.ts b/Tests/mobile/sprite test 1.ts index e8178236..fac3d440 100644 --- a/Tests/mobile/sprite test 1.ts +++ b/Tests/mobile/sprite test 1.ts @@ -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); diff --git a/Tests/particles/basic emitter.js b/Tests/particles/basic emitter.js index e525c07e..e5fa1650 100644 --- a/Tests/particles/basic emitter.js +++ b/Tests/particles/basic emitter.js @@ -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); } diff --git a/Tests/particles/basic emitter.ts b/Tests/particles/basic emitter.ts index 96a56fc6..1dcc6367 100644 --- a/Tests/particles/basic emitter.ts +++ b/Tests/particles/basic emitter.ts @@ -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); diff --git a/Tests/particles/graphic emitter.js b/Tests/particles/graphic emitter.js index 6d73b718..eabb6d54 100644 --- a/Tests/particles/graphic emitter.js +++ b/Tests/particles/graphic emitter.js @@ -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); } diff --git a/Tests/particles/graphic emitter.ts b/Tests/particles/graphic emitter.ts index f5d939b9..eff00efd 100644 --- a/Tests/particles/graphic emitter.ts +++ b/Tests/particles/graphic emitter.ts @@ -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); diff --git a/Tests/particles/mousetrail.js b/Tests/particles/mousetrail.js index 47b183a0..8b5ac2e8 100644 --- a/Tests/particles/mousetrail.js +++ b/Tests/particles/mousetrail.js @@ -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); diff --git a/Tests/particles/mousetrail.ts b/Tests/particles/mousetrail.ts index 32f39692..b179dfb2 100644 --- a/Tests/particles/mousetrail.ts +++ b/Tests/particles/mousetrail.ts @@ -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; diff --git a/Tests/particles/multiple streams.js b/Tests/particles/multiple streams.js index 6febe3a6..ee0454ef 100644 --- a/Tests/particles/multiple streams.js +++ b/Tests/particles/multiple streams.js @@ -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) { diff --git a/Tests/particles/multiple streams.ts b/Tests/particles/multiple streams.ts index c50f5263..129e1d98 100644 --- a/Tests/particles/multiple streams.ts +++ b/Tests/particles/multiple streams.ts @@ -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; diff --git a/Tests/particles/sprite emitter.js b/Tests/particles/sprite emitter.js index 9515f71d..c06c225c 100644 --- a/Tests/particles/sprite emitter.js +++ b/Tests/particles/sprite emitter.js @@ -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 diff --git a/Tests/particles/sprite emitter.ts b/Tests/particles/sprite emitter.ts index 127dc7be..7a4b4014 100644 --- a/Tests/particles/sprite emitter.ts +++ b/Tests/particles/sprite emitter.ts @@ -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 diff --git a/Tests/particles/when particles collide.js b/Tests/particles/when particles collide.js index a6bb5f3d..921c42bc 100644 --- a/Tests/particles/when particles collide.js +++ b/Tests/particles/when particles collide.js @@ -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); diff --git a/Tests/particles/when particles collide.ts b/Tests/particles/when particles collide.ts index 206e220d..7b4eca6c 100644 --- a/Tests/particles/when particles collide.ts +++ b/Tests/particles/when particles collide.ts @@ -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); diff --git a/Tests/scrollzones/ballscroller.js b/Tests/scrollzones/ballscroller.js index ed51e4ed..3934d00b 100644 --- a/Tests/scrollzones/ballscroller.js +++ b/Tests/scrollzones/ballscroller.js @@ -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); } diff --git a/Tests/scrollzones/ballscroller.ts b/Tests/scrollzones/ballscroller.ts index 73808cb7..753243c7 100644 --- a/Tests/scrollzones/ballscroller.ts +++ b/Tests/scrollzones/ballscroller.ts @@ -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); diff --git a/Tests/scrollzones/blasteroids.js b/Tests/scrollzones/blasteroids.js index 24f88c11..422197ad 100644 --- a/Tests/scrollzones/blasteroids.js +++ b/Tests/scrollzones/blasteroids.js @@ -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); diff --git a/Tests/scrollzones/blasteroids.ts b/Tests/scrollzones/blasteroids.ts index af366a33..c7cf776d 100644 --- a/Tests/scrollzones/blasteroids.ts +++ b/Tests/scrollzones/blasteroids.ts @@ -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; diff --git a/Tests/scrollzones/parallax.js b/Tests/scrollzones/parallax.js index fde10928..d3e91cb4 100644 --- a/Tests/scrollzones/parallax.js +++ b/Tests/scrollzones/parallax.js @@ -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; diff --git a/Tests/scrollzones/parallax.ts b/Tests/scrollzones/parallax.ts index 48d04645..5f74a294 100644 --- a/Tests/scrollzones/parallax.ts +++ b/Tests/scrollzones/parallax.ts @@ -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; diff --git a/Tests/scrollzones/region demo.js b/Tests/scrollzones/region demo.js index 67f73fcd..9a0f1d29 100644 --- a/Tests/scrollzones/region demo.js +++ b/Tests/scrollzones/region demo.js @@ -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 diff --git a/Tests/scrollzones/region demo.ts b/Tests/scrollzones/region demo.ts index a5f3e3d1..beabb6f0 100644 --- a/Tests/scrollzones/region demo.ts +++ b/Tests/scrollzones/region demo.ts @@ -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: diff --git a/Tests/scrollzones/scroll window.js b/Tests/scrollzones/scroll window.js index d39d799a..835558c6 100644 --- a/Tests/scrollzones/scroll window.js +++ b/Tests/scrollzones/scroll window.js @@ -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'); } })(); diff --git a/Tests/scrollzones/scroll window.ts b/Tests/scrollzones/scroll window.ts index c87a4718..52f1ebbb 100644 --- a/Tests/scrollzones/scroll window.ts +++ b/Tests/scrollzones/scroll window.ts @@ -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'); } diff --git a/Tests/scrollzones/simple scrollzone.js b/Tests/scrollzones/simple scrollzone.js index 25530df9..4b2466c6 100644 --- a/Tests/scrollzones/simple scrollzone.js +++ b/Tests/scrollzones/simple scrollzone.js @@ -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); } })(); diff --git a/Tests/scrollzones/simple scrollzone.ts b/Tests/scrollzones/simple scrollzone.ts index 9d6ebea8..31ecfd1d 100644 --- a/Tests/scrollzones/simple scrollzone.ts +++ b/Tests/scrollzones/simple scrollzone.ts @@ -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); } diff --git a/Tests/sprites/align.js b/Tests/sprites/align.js index d47443fb..0bbd6f93 100644 --- a/Tests/sprites/align.js +++ b/Tests/sprites/align.js @@ -7,7 +7,7 @@ } var teddy; function create() { - teddy = myGame.createSprite(0, 0, 'teddy'); + teddy = myGame.add.sprite(0, 0, 'teddy'); teddy.x = myGame.stage.centerX - teddy.width / 2; teddy.y = myGame.stage.centerY - teddy.height / 2; myGame.input.onDown.add(click, this); diff --git a/Tests/sprites/align.ts b/Tests/sprites/align.ts index 9fe2c738..be666803 100644 --- a/Tests/sprites/align.ts +++ b/Tests/sprites/align.ts @@ -16,7 +16,7 @@ function create() { - teddy = myGame.createSprite(0, 0, 'teddy'); + teddy = myGame.add.sprite(0, 0, 'teddy'); teddy.x = myGame.stage.centerX - teddy.width / 2; teddy.y = myGame.stage.centerY - teddy.height / 2; diff --git a/Tests/sprites/animate by framename.js b/Tests/sprites/animate by framename.js index 76b529d7..0aaa7c21 100644 --- a/Tests/sprites/animate by framename.js +++ b/Tests/sprites/animate by framename.js @@ -7,7 +7,7 @@ } var bot; function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); // If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index // then you can use this format: bot.animations.add('run', [ diff --git a/Tests/sprites/animate by framename.ts b/Tests/sprites/animate by framename.ts index f8a8f860..6d253ca0 100644 --- a/Tests/sprites/animate by framename.ts +++ b/Tests/sprites/animate by framename.ts @@ -16,7 +16,7 @@ function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); // If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index // then you can use this format: diff --git a/Tests/sprites/animation 1.js b/Tests/sprites/animation 1.js index 525cf87f..081eb211 100644 --- a/Tests/sprites/animation 1.js +++ b/Tests/sprites/animation 1.js @@ -9,7 +9,7 @@ } var car; function create() { - car = myGame.createSprite(200, 300, 'monster'); + car = myGame.add.sprite(200, 300, 'monster'); car.animations.add('spin', null, 30, true); //car.animations.play('spin', 30, true); car.animations.play('spin'); diff --git a/Tests/sprites/animation 1.ts b/Tests/sprites/animation 1.ts index 96df5ed8..81d580f6 100644 --- a/Tests/sprites/animation 1.ts +++ b/Tests/sprites/animation 1.ts @@ -18,7 +18,7 @@ function create() { - car = myGame.createSprite(200, 300, 'monster'); + car = myGame.add.sprite(200, 300, 'monster'); car.animations.add('spin', null, 30, true); diff --git a/Tests/sprites/dynamic texture 1.js b/Tests/sprites/dynamic texture 1.js index 15391f22..89890eb9 100644 --- a/Tests/sprites/dynamic texture 1.js +++ b/Tests/sprites/dynamic texture 1.js @@ -8,10 +8,10 @@ var wobblyBall; function create() { // Create our DynamicTexture - wobblyBall = myGame.createDynamicTexture(32, 64); + wobblyBall = myGame.add.dynamicTexture(32, 64); // And apply it to 100 randomly positioned sprites for(var i = 0; i < 100; i++) { - var temp = myGame.createSprite(myGame.world.randomX, myGame.world.randomY); + var temp = myGame.add.sprite(myGame.world.randomX, myGame.world.randomY); temp.width = 32; temp.height = 64; temp.loadDynamicTexture(wobblyBall); diff --git a/Tests/sprites/dynamic texture 1.ts b/Tests/sprites/dynamic texture 1.ts index 722c43b9..88b75e3a 100644 --- a/Tests/sprites/dynamic texture 1.ts +++ b/Tests/sprites/dynamic texture 1.ts @@ -17,12 +17,12 @@ function create() { // Create our DynamicTexture - wobblyBall = myGame.createDynamicTexture(32, 64); + wobblyBall = myGame.add.dynamicTexture(32, 64); // And apply it to 100 randomly positioned sprites for (var i = 0; i < 100; i++) { - var temp = myGame.createSprite(myGame.world.randomX, myGame.world.randomY); + var temp = myGame.add.sprite(myGame.world.randomX, myGame.world.randomY); temp.width = 32; temp.height = 64; temp.loadDynamicTexture(wobblyBall); diff --git a/Tests/sprites/dynamic texture 2.js b/Tests/sprites/dynamic texture 2.js index 97b41209..5494a16a 100644 --- a/Tests/sprites/dynamic texture 2.js +++ b/Tests/sprites/dynamic texture 2.js @@ -12,12 +12,12 @@ function create() { myGame.camera.backgroundColor = 'rgb(82,154,206)'; // Create our DynamicTexture - wobble = myGame.createDynamicTexture(48, 100); - slime = myGame.createSprite(200, 300); + wobble = myGame.add.dynamicTexture(48, 100); + slime = myGame.add.sprite(200, 300); slime.width = 48; slime.height = 100; slime.loadDynamicTexture(wobble); - eyes = myGame.createSprite(210, 326, 'eyes'); + eyes = myGame.add.sprite(210, 326, 'eyes'); // Populate the wave with some data waveData = myGame.math.sinCosGenerator(32, 8, 8, 2); } diff --git a/Tests/sprites/dynamic texture 2.ts b/Tests/sprites/dynamic texture 2.ts index 1675c95d..e5c83faa 100644 --- a/Tests/sprites/dynamic texture 2.ts +++ b/Tests/sprites/dynamic texture 2.ts @@ -22,14 +22,14 @@ myGame.camera.backgroundColor = 'rgb(82,154,206)'; // Create our DynamicTexture - wobble = myGame.createDynamicTexture(48, 100); + wobble = myGame.add.dynamicTexture(48, 100); - slime = myGame.createSprite(200, 300); + slime = myGame.add.sprite(200, 300); slime.width = 48; slime.height = 100; slime.loadDynamicTexture(wobble); - eyes = myGame.createSprite(210, 326, 'eyes'); + eyes = myGame.add.sprite(210, 326, 'eyes'); // Populate the wave with some data waveData = myGame.math.sinCosGenerator(32, 8, 8, 2); diff --git a/Tests/sprites/flipped.js b/Tests/sprites/flipped.js index 65c8cfec..a176e5dd 100644 --- a/Tests/sprites/flipped.js +++ b/Tests/sprites/flipped.js @@ -11,17 +11,17 @@ var car; function create() { // This bot will flip properly when he reaches the edge - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); bot.velocity.x = -200; // This one won't - bot2 = myGame.createSprite(myGame.stage.width, 200, 'bot'); + bot2 = myGame.add.sprite(myGame.stage.width, 200, 'bot'); bot2.animations.add('run'); bot2.animations.play('run', 10, true); bot2.velocity.x = -150; // Flip a static sprite (not an animation) - car = myGame.createSprite(100, 400, 'atlas'); + car = myGame.add.sprite(100, 400, 'atlas'); car.frameName = 'supercars_parsec.png'; car.flipped = true; } diff --git a/Tests/sprites/flipped.ts b/Tests/sprites/flipped.ts index b63f58f3..19b6052c 100644 --- a/Tests/sprites/flipped.ts +++ b/Tests/sprites/flipped.ts @@ -19,19 +19,19 @@ function create() { // This bot will flip properly when he reaches the edge - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); bot.velocity.x = -200; // This one won't - bot2 = myGame.createSprite(myGame.stage.width, 200, 'bot'); + bot2 = myGame.add.sprite(myGame.stage.width, 200, 'bot'); bot2.animations.add('run'); bot2.animations.play('run', 10, true); bot2.velocity.x = -150; // Flip a static sprite (not an animation) - car = myGame.createSprite(100, 400, 'atlas'); + car = myGame.add.sprite(100, 400, 'atlas'); car.frameName = 'supercars_parsec.png'; car.flipped = true; diff --git a/Tests/sprites/mark of the bunny.js b/Tests/sprites/mark of the bunny.js index 452419f0..fcaa675a 100644 --- a/Tests/sprites/mark of the bunny.js +++ b/Tests/sprites/mark of the bunny.js @@ -24,7 +24,7 @@ } function addBunnies(quantity) { for(var i = 0; i < quantity; 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; } diff --git a/Tests/sprites/mark of the bunny.ts b/Tests/sprites/mark of the bunny.ts index 3baa9ae3..cd8af7d8 100644 --- a/Tests/sprites/mark of the bunny.ts +++ b/Tests/sprites/mark of the bunny.ts @@ -39,7 +39,7 @@ for (var i = 0; i < quantity; 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; } diff --git a/Tests/sprites/rotation.js b/Tests/sprites/rotation.js index 882f099d..a338099a 100644 --- a/Tests/sprites/rotation.js +++ b/Tests/sprites/rotation.js @@ -7,7 +7,7 @@ } var teddy; function create() { - teddy = myGame.createSprite(0, 0, 'teddy'); + teddy = myGame.add.sprite(0, 0, 'teddy'); teddy.x = myGame.stage.centerX - teddy.width / 2; teddy.y = myGame.stage.centerY - teddy.height / 2; teddy.renderDebug = true; diff --git a/Tests/sprites/rotation.ts b/Tests/sprites/rotation.ts index 35d483e0..52e629ab 100644 --- a/Tests/sprites/rotation.ts +++ b/Tests/sprites/rotation.ts @@ -16,7 +16,7 @@ function create() { - teddy = myGame.createSprite(0, 0, 'teddy'); + teddy = myGame.add.sprite(0, 0, 'teddy'); teddy.x = myGame.stage.centerX - teddy.width / 2; teddy.y = myGame.stage.centerY - teddy.height / 2; teddy.renderDebug = true; diff --git a/Tests/sprites/texture atlas 2.js b/Tests/sprites/texture atlas 2.js index fd671b4b..1fb6d2a8 100644 --- a/Tests/sprites/texture atlas 2.js +++ b/Tests/sprites/texture atlas 2.js @@ -11,7 +11,7 @@ } var bot; function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); bot.velocity.x = -100; diff --git a/Tests/sprites/texture atlas 2.ts b/Tests/sprites/texture atlas 2.ts index c08c38f6..7ae3264b 100644 --- a/Tests/sprites/texture atlas 2.ts +++ b/Tests/sprites/texture atlas 2.ts @@ -20,7 +20,7 @@ function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); diff --git a/Tests/sprites/texture atlas 3.js b/Tests/sprites/texture atlas 3.js index a8cf1fc0..b430c9fd 100644 --- a/Tests/sprites/texture atlas 3.js +++ b/Tests/sprites/texture atlas 3.js @@ -10,7 +10,7 @@ } var bot; function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); bot.velocity.x = -100; diff --git a/Tests/sprites/texture atlas 3.ts b/Tests/sprites/texture atlas 3.ts index c777f451..49fec4fa 100644 --- a/Tests/sprites/texture atlas 3.ts +++ b/Tests/sprites/texture atlas 3.ts @@ -19,7 +19,7 @@ function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); diff --git a/Tests/sprites/texture atlas 4.js b/Tests/sprites/texture atlas 4.js index d00fa8a4..a5e7b5d1 100644 --- a/Tests/sprites/texture atlas 4.js +++ b/Tests/sprites/texture atlas 4.js @@ -15,18 +15,18 @@ var cop; function create() { myGame.camera.backgroundColor = 'rgb(40, 40, 40)'; - chick = myGame.createSprite(64, 64, 'atlas'); + chick = myGame.add.sprite(64, 64, 'atlas'); // You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself) chick.frameName = 'budbrain_chick.png'; // Or by setting the frame index //chick.frame = 0; - cop = myGame.createSprite(600, 64, 'atlas'); + cop = myGame.add.sprite(600, 64, 'atlas'); cop.frameName = 'ladycop.png'; - robot = myGame.createSprite(50, 300, 'atlas'); + robot = myGame.add.sprite(50, 300, 'atlas'); robot.frameName = 'robot.png'; - car = myGame.createSprite(100, 400, 'atlas'); + car = myGame.add.sprite(100, 400, 'atlas'); car.frameName = 'supercars_parsec.png'; - mech = myGame.createSprite(250, 100, 'atlas'); + mech = myGame.add.sprite(250, 100, 'atlas'); mech.frameName = 'titan_mech.png'; } })(); diff --git a/Tests/sprites/texture atlas 4.ts b/Tests/sprites/texture atlas 4.ts index a85a789d..faf74f46 100644 --- a/Tests/sprites/texture atlas 4.ts +++ b/Tests/sprites/texture atlas 4.ts @@ -25,7 +25,7 @@ myGame.camera.backgroundColor = 'rgb(40, 40, 40)'; - chick = myGame.createSprite(64, 64, 'atlas'); + chick = myGame.add.sprite(64, 64, 'atlas'); // You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself) chick.frameName = 'budbrain_chick.png'; @@ -33,16 +33,16 @@ // Or by setting the frame index //chick.frame = 0; - cop = myGame.createSprite(600, 64, 'atlas'); + cop = myGame.add.sprite(600, 64, 'atlas'); cop.frameName = 'ladycop.png'; - robot = myGame.createSprite(50, 300, 'atlas'); + robot = myGame.add.sprite(50, 300, 'atlas'); robot.frameName = 'robot.png'; - car = myGame.createSprite(100, 400, 'atlas'); + car = myGame.add.sprite(100, 400, 'atlas'); car.frameName = 'supercars_parsec.png'; - mech = myGame.createSprite(250, 100, 'atlas'); + mech = myGame.add.sprite(250, 100, 'atlas'); mech.frameName = 'titan_mech.png'; } diff --git a/Tests/sprites/texture atlas.js b/Tests/sprites/texture atlas.js index b83e2c85..ce5837bf 100644 --- a/Tests/sprites/texture atlas.js +++ b/Tests/sprites/texture atlas.js @@ -11,7 +11,7 @@ } var bot; function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); bot.velocity.x = -100; diff --git a/Tests/sprites/texture atlas.ts b/Tests/sprites/texture atlas.ts index dae3fc3e..1aa46bff 100644 --- a/Tests/sprites/texture atlas.ts +++ b/Tests/sprites/texture atlas.ts @@ -20,7 +20,7 @@ function create() { - bot = myGame.createSprite(myGame.stage.width, 300, 'bot'); + bot = myGame.add.sprite(myGame.stage.width, 300, 'bot'); bot.animations.add('run'); bot.animations.play('run', 10, true); diff --git a/Tests/sprites/velocity.js b/Tests/sprites/velocity.js index 2abc08ca..6731ad5e 100644 --- a/Tests/sprites/velocity.js +++ b/Tests/sprites/velocity.js @@ -7,7 +7,7 @@ } var car; function create() { - car = myGame.createSprite(200, 300, 'car'); + car = myGame.add.sprite(200, 300, 'car'); } function update() { car.renderDebugInfo(16, 16); diff --git a/Tests/sprites/velocity.ts b/Tests/sprites/velocity.ts index 02cad9cc..50d75682 100644 --- a/Tests/sprites/velocity.ts +++ b/Tests/sprites/velocity.ts @@ -16,7 +16,7 @@ function create() { - car = myGame.createSprite(200, 300, 'car'); + car = myGame.add.sprite(200, 300, 'car'); } diff --git a/Tests/states/typescript/FakeGame.ts b/Tests/states/typescript/FakeGame.ts index 6328f0b9..bb74ff75 100644 --- a/Tests/states/typescript/FakeGame.ts +++ b/Tests/states/typescript/FakeGame.ts @@ -24,13 +24,13 @@ class FakeGame extends State { public create() { this.camera.setBounds(0, 0, this.stage.width, this.stage.height); - this.createSprite(0, 0, 'track'); + this.add.sprite(0, 0, 'track'); - this.car = this.game.createSprite(180, 298, 'car'); + this.car = this.game.add.sprite(180, 298, 'car'); this.car.rotation = 180; this.car.maxVelocity.setTo(150, 150); - this.bigCam = this.createCamera(640, 0, 100, 200); + this.bigCam = this.add.camera(640, 0, 100, 200); this.bigCam.follow(this.car, Camera.STYLE_LOCKON); this.bigCam.setBounds(0, 0, this.stage.width, this.stage.height); this.bigCam.showBorder = true; diff --git a/Tests/states/typescript/MainMenu.ts b/Tests/states/typescript/MainMenu.ts index 008ef32a..9702c1f3 100644 --- a/Tests/states/typescript/MainMenu.ts +++ b/Tests/states/typescript/MainMenu.ts @@ -27,9 +27,9 @@ class MainMenu extends State { this.camera.backgroundColor = 'rgb(85,85,85)'; - this.createSprite(80, 150, 'car'); + this.add.sprite(80, 150, 'car'); - this.monster = this.game.createSprite(80, 60, 'monster'); + this.monster = this.game.add.sprite(80, 60, 'monster'); this.monster.animations.add('walk'); this.monster.animations.play('walk', 30, true); diff --git a/Tests/tilemap/basic tilemap.js b/Tests/tilemap/basic tilemap.js index 493d4404..2b52968e 100644 --- a/Tests/tilemap/basic tilemap.js +++ b/Tests/tilemap/basic tilemap.js @@ -18,12 +18,12 @@ var bigCam; function create() { myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); - //bigCam = myGame.createCamera(30, 30, 200, 200); + //bigCam = myGame.add.camera(30, 30, 200, 200); //bigCam.showBorder = true; //bigCam.scale.setTo(1.5, 1.5); - //map = myGame.createTilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); - map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16); - car = myGame.createSprite(300, 100, 'car'); + //map = myGame.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16); + car = myGame.add.sprite(300, 100, 'car'); myGame.camera.follow(car); //bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); myGame.onRenderCallback = render; diff --git a/Tests/tilemap/basic tilemap.ts b/Tests/tilemap/basic tilemap.ts index 278ddfea..2bdcb3b6 100644 --- a/Tests/tilemap/basic tilemap.ts +++ b/Tests/tilemap/basic tilemap.ts @@ -30,14 +30,14 @@ myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); - //bigCam = myGame.createCamera(30, 30, 200, 200); + //bigCam = myGame.add.camera(30, 30, 200, 200); //bigCam.showBorder = true; //bigCam.scale.setTo(1.5, 1.5); - //map = myGame.createTilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); - map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16); + //map = myGame.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16); - car = myGame.createSprite(300, 100, 'car'); + car = myGame.add.sprite(300, 100, 'car'); myGame.camera.follow(car); //bigCam.follow(car, Phaser.Camera.STYLE_LOCKON); diff --git a/Tests/tilemap/collide with tile.js b/Tests/tilemap/collide with tile.js index 0c2a3e9d..d6ad11de 100644 --- a/Tests/tilemap/collide with tile.js +++ b/Tests/tilemap/collide with tile.js @@ -10,26 +10,28 @@ myGame.loader.addImageFile('car', 'assets/sprites/car90.png'); myGame.loader.load(); } + var CACTUS = 31; + var SIGN_POST = 46; var map; var car; var tile; var flash; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); // When the car collides with the cactus tile we'll flash the screen red briefly, // but it won't stop the car (the separateX/Y values are set to false) map.setCollisionByIndex([ - 31 + CACTUS ], Phaser.Collision.ANY, true, false, false); // When the car collides with the sign post tile we'll stop the car moving (separation is set to true) map.setCollisionByIndex([ - 46 + SIGN_POST ], Phaser.Collision.ANY, true, true, true); // This is the callback that will be called every time map.collide() returns true map.collisionCallback = collide; // This is the context in which the callback is called (usually 'this' if you want to be able to access local vars) map.collisionCallbackContext = this; - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); myGame.camera.follow(car); flash = myGame.camera.fx.add(Phaser.FX.Camera.Flash); @@ -53,10 +55,10 @@ function collide(object, collisionData) { // collisionData is an array containing all of the tiles the object overlapped with (can be more than 1) for(var i = 0; i < collisionData.length; i++) { - if(collisionData[i].tile.index == 31) { + if(collisionData[i].tile.index == CACTUS) { console.log('you hit a cactus!'); flash.start(0xff0000, 1); - } else if(collisionData[i].tile.index == 31) { + } else if(collisionData[i].tile.index == SIGN_POST) { console.log('you hit a sign post!'); } } diff --git a/Tests/tilemap/collide with tile.ts b/Tests/tilemap/collide with tile.ts index 0653c725..9f9fa08b 100644 --- a/Tests/tilemap/collide with tile.ts +++ b/Tests/tilemap/collide with tile.ts @@ -25,7 +25,7 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); // When the car collides with the cactus tile we'll flash the screen red briefly, // but it won't stop the car (the separateX/Y values are set to false) @@ -40,7 +40,7 @@ // This is the context in which the callback is called (usually 'this' if you want to be able to access local vars) map.collisionCallbackContext = this; - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); myGame.camera.follow(car); diff --git a/Tests/tilemap/collision.js b/Tests/tilemap/collision.js index 31d7de69..36ded0b4 100644 --- a/Tests/tilemap/collision.js +++ b/Tests/tilemap/collision.js @@ -16,7 +16,7 @@ var emitter; var test; function create() { - map = myGame.createTilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); map.setCollisionRange(21, 53); map.setCollisionRange(105, 109); myGame.camera.opaque = true; @@ -27,16 +27,16 @@ Phaser.Keyboard.UP, Phaser.Keyboard.DOWN ]); - //emitter = myGame.createEmitter(32, 80); + //emitter = myGame.add.emitter(32, 80); //emitter.width = 700; //emitter.makeParticles('chunk', 100, false, 1); //emitter.gravity = 200; //emitter.bounce = 0.8; //emitter.start(false, 10, 0.05); - ufo = myGame.createSprite(250, 64, 'ufo'); + ufo = myGame.add.sprite(250, 64, 'ufo'); ufo.renderDebug = true; ufo.renderRotation = false; - test = myGame.createSprite(200, 64, 'ufo'); + test = myGame.add.sprite(200, 64, 'ufo'); test.elasticity = 1; test.velocity.x = 50; test.velocity.y = 100; diff --git a/Tests/tilemap/collision.ts b/Tests/tilemap/collision.ts index 48d3c91b..d3520434 100644 --- a/Tests/tilemap/collision.ts +++ b/Tests/tilemap/collision.ts @@ -25,7 +25,7 @@ function create() { - map = myGame.createTilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); map.setCollisionRange(21,53); map.setCollisionRange(105,109); @@ -34,18 +34,18 @@ myGame.input.keyboard.addKeyCapture([Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP, Phaser.Keyboard.DOWN]); - //emitter = myGame.createEmitter(32, 80); + //emitter = myGame.add.emitter(32, 80); //emitter.width = 700; //emitter.makeParticles('chunk', 100, false, 1); //emitter.gravity = 200; //emitter.bounce = 0.8; //emitter.start(false, 10, 0.05); - ufo = myGame.createSprite(250, 64, 'ufo'); + ufo = myGame.add.sprite(250, 64, 'ufo'); ufo.renderDebug = true; ufo.renderRotation = false; - test = myGame.createSprite(200, 64, 'ufo'); + test = myGame.add.sprite(200, 64, 'ufo'); test.elasticity = 1; test.velocity.x = 50; test.velocity.y = 100; diff --git a/Tests/tilemap/fill tiles.js b/Tests/tilemap/fill tiles.js index 914d5fe8..bba31d50 100644 --- a/Tests/tilemap/fill tiles.js +++ b/Tests/tilemap/fill tiles.js @@ -14,10 +14,10 @@ var marker; var tile; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/fill tiles.ts b/Tests/tilemap/fill tiles.ts index d25a8579..defbfb40 100644 --- a/Tests/tilemap/fill tiles.ts +++ b/Tests/tilemap/fill tiles.ts @@ -23,12 +23,12 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/get tile.js b/Tests/tilemap/get tile.js index 1870f268..4b9978dc 100644 --- a/Tests/tilemap/get tile.js +++ b/Tests/tilemap/get tile.js @@ -14,10 +14,10 @@ var marker; var tile; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/get tile.ts b/Tests/tilemap/get tile.ts index 39ca1c76..e7fe5887 100644 --- a/Tests/tilemap/get tile.ts +++ b/Tests/tilemap/get tile.ts @@ -23,12 +23,12 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/map draw.js b/Tests/tilemap/map draw.js index a10957c3..ef99703a 100644 --- a/Tests/tilemap/map draw.js +++ b/Tests/tilemap/map draw.js @@ -12,15 +12,15 @@ var emitter; var marker; function create() { - map = myGame.createTilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); map.setCollisionRange(21, 53); map.setCollisionRange(105, 109); myGame.camera.backgroundColor = 'rgb(47,154,204)'; - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(16, 16); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; - emitter = myGame.createEmitter(32, 80); + emitter = myGame.add.emitter(32, 80); emitter.width = 700; emitter.makeParticles('carrot', 100, false, 1); emitter.gravity = 150; diff --git a/Tests/tilemap/map draw.ts b/Tests/tilemap/map draw.ts index 3227c744..5e2c994e 100644 --- a/Tests/tilemap/map draw.ts +++ b/Tests/tilemap/map draw.ts @@ -21,18 +21,18 @@ function create() { - map = myGame.createTilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); map.setCollisionRange(21,53); map.setCollisionRange(105,109); myGame.camera.backgroundColor = 'rgb(47,154,204)'; - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(16, 16); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; - emitter = myGame.createEmitter(32, 80); + emitter = myGame.add.emitter(32, 80); emitter.width = 700; emitter.makeParticles('carrot', 100, false, 1); emitter.gravity = 150; diff --git a/Tests/tilemap/put tile.js b/Tests/tilemap/put tile.js index c57d957c..b6ae38a9 100644 --- a/Tests/tilemap/put tile.js +++ b/Tests/tilemap/put tile.js @@ -14,10 +14,10 @@ var marker; var tile; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/put tile.ts b/Tests/tilemap/put tile.ts index 102e2b5b..ce2397b9 100644 --- a/Tests/tilemap/put tile.ts +++ b/Tests/tilemap/put tile.ts @@ -23,12 +23,12 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/random tiles.js b/Tests/tilemap/random tiles.js index 478583f4..3da7e378 100644 --- a/Tests/tilemap/random tiles.js +++ b/Tests/tilemap/random tiles.js @@ -14,10 +14,10 @@ var marker; var tile; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/random tiles.ts b/Tests/tilemap/random tiles.ts index 9de8d3af..019fa284 100644 --- a/Tests/tilemap/random tiles.ts +++ b/Tests/tilemap/random tiles.ts @@ -23,12 +23,12 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/replace tiles.js b/Tests/tilemap/replace tiles.js index 72306f4c..9242fbe9 100644 --- a/Tests/tilemap/replace tiles.js +++ b/Tests/tilemap/replace tiles.js @@ -14,10 +14,10 @@ var marker; var tile; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/replace tiles.ts b/Tests/tilemap/replace tiles.ts index 09d167ef..ff808e33 100644 --- a/Tests/tilemap/replace tiles.ts +++ b/Tests/tilemap/replace tiles.ts @@ -23,12 +23,12 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/small map.js b/Tests/tilemap/small map.js index 2fdc4026..bf3b85ba 100644 --- a/Tests/tilemap/small map.js +++ b/Tests/tilemap/small map.js @@ -14,16 +14,16 @@ var overlay; var smallCam; function create() { - map = myGame.createTilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(300, 100, 'car'); + map = myGame.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); + car = myGame.add.sprite(300, 100, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); // Hide the tilemap and car sprite from the main camera (it will still be seen by the smallCam) map.hideFromCamera(myGame.camera); car.hideFromCamera(myGame.camera); - smallCam = myGame.world.createCamera(32, 32, 352, 240); + smallCam = myGame.add.camera(32, 32, 352, 240); smallCam.setBounds(0, 0, map.widthInPixels, map.heightInPixels); smallCam.follow(car); - overlay = myGame.createSprite(0, 0, 'overlay'); + overlay = myGame.add.sprite(0, 0, 'overlay'); overlay.hideFromCamera(smallCam); } function update() { diff --git a/Tests/tilemap/small map.ts b/Tests/tilemap/small map.ts index 5f63676b..0014c0c0 100644 --- a/Tests/tilemap/small map.ts +++ b/Tests/tilemap/small map.ts @@ -23,20 +23,20 @@ function create() { - map = myGame.createTilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(300, 100, 'car'); + car = myGame.add.sprite(300, 100, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); // Hide the tilemap and car sprite from the main camera (it will still be seen by the smallCam) map.hideFromCamera(myGame.camera); car.hideFromCamera(myGame.camera); - smallCam = myGame.world.createCamera(32, 32, 352, 240); + smallCam = myGame.add.camera(32, 32, 352, 240); smallCam.setBounds(0, 0, map.widthInPixels, map.heightInPixels); smallCam.follow(car); - overlay = myGame.createSprite(0, 0, 'overlay'); + overlay = myGame.add.sprite(0, 0, 'overlay'); overlay.hideFromCamera(smallCam); } diff --git a/Tests/tilemap/sprite draw tiles.js b/Tests/tilemap/sprite draw tiles.js index 06345b76..301a20c1 100644 --- a/Tests/tilemap/sprite draw tiles.js +++ b/Tests/tilemap/sprite draw tiles.js @@ -12,10 +12,10 @@ var map; var car; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); // Fills the whole map to one tile map.currentLayer.fillTile(30); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); myGame.camera.follow(car); } diff --git a/Tests/tilemap/sprite draw tiles.ts b/Tests/tilemap/sprite draw tiles.ts index 5d6c1599..19c4c3d3 100644 --- a/Tests/tilemap/sprite draw tiles.ts +++ b/Tests/tilemap/sprite draw tiles.ts @@ -21,12 +21,12 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); // Fills the whole map to one tile map.currentLayer.fillTile(30); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); myGame.camera.follow(car); diff --git a/Tests/tilemap/swap tiles.js b/Tests/tilemap/swap tiles.js index 5463cf9d..17f3ca60 100644 --- a/Tests/tilemap/swap tiles.js +++ b/Tests/tilemap/swap tiles.js @@ -14,10 +14,10 @@ var marker; var tile; function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tilemap/swap tiles.ts b/Tests/tilemap/swap tiles.ts index 12ed4e10..e6802552 100644 --- a/Tests/tilemap/swap tiles.ts +++ b/Tests/tilemap/swap tiles.ts @@ -23,12 +23,12 @@ function create() { - map = myGame.createTilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); + map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON); - car = myGame.createSprite(250, 200, 'car'); + car = myGame.add.sprite(250, 200, 'car'); car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32); - marker = myGame.createGeomSprite(0, 0); + marker = myGame.add.geomSprite(0, 0); marker.createRectangle(32, 32); marker.renderFill = false; marker.lineColor = 'rgb(0,0,0)'; diff --git a/Tests/tweens/bounce.js b/Tests/tweens/bounce.js index d00babe6..a50fd04b 100644 --- a/Tests/tweens/bounce.js +++ b/Tests/tweens/bounce.js @@ -7,12 +7,12 @@ } var atari; function create() { - atari = myGame.createSprite(300, 0, 'atari'); + atari = myGame.add.sprite(300, 0, 'atari'); startBounceTween(); } function startBounceTween() { atari.y = 0; - var bounce = myGame.createTween(atari); + var bounce = myGame.add.tween(atari); bounce.to({ y: 500 }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out); diff --git a/Tests/tweens/bounce.ts b/Tests/tweens/bounce.ts index 70e09331..575cb950 100644 --- a/Tests/tweens/bounce.ts +++ b/Tests/tweens/bounce.ts @@ -16,7 +16,7 @@ function create() { - atari = myGame.createSprite(300, 0, 'atari'); + atari = myGame.add.sprite(300, 0, 'atari'); startBounceTween(); } @@ -25,7 +25,7 @@ atari.y = 0; - var bounce: Phaser.Tween = myGame.createTween(atari); + var bounce: Phaser.Tween = myGame.add.tween(atari); bounce.to({ y: 500 }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out); bounce.onComplete.add(startBounceTween, this); diff --git a/Tests/tweens/elastic.js b/Tests/tweens/elastic.js index 47bb5493..5d793f57 100644 --- a/Tests/tweens/elastic.js +++ b/Tests/tweens/elastic.js @@ -6,9 +6,9 @@ myGame.loader.load(); } function create() { - var atari = myGame.createSprite(300, 0, 'atari'); + var atari = myGame.add.sprite(300, 0, 'atari'); // Here is the short-hand way of creating a tween, by chaining the call to it: - myGame.createTween(atari).to({ + myGame.add.tween(atari).to({ y: 400 }, 5000, Phaser.Easing.Elastic.Out, true); } diff --git a/Tests/tweens/elastic.ts b/Tests/tweens/elastic.ts index 5aae4cbb..6d60f5b7 100644 --- a/Tests/tweens/elastic.ts +++ b/Tests/tweens/elastic.ts @@ -14,10 +14,10 @@ function create() { - var atari = myGame.createSprite(300, 0, 'atari'); + var atari = myGame.add.sprite(300, 0, 'atari'); // Here is the short-hand way of creating a tween, by chaining the call to it: - myGame.createTween(atari).to({ y: 400 }, 5000, Phaser.Easing.Elastic.Out, true); + myGame.add.tween(atari).to({ y: 400 }, 5000, Phaser.Easing.Elastic.Out, true); }