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synced 2026-08-18 12:20:33 +08:00
Updated every test to use the new GameObjectFactory syntax
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@@ -11,14 +11,14 @@
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var car;
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var melons;
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function create() {
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myGame.createSprite(0, 0, 'grid');
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melons = myGame.createGroup();
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myGame.add.sprite(0, 0, 'grid');
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melons = myGame.add.group();
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for(var i = 0; i < 100; i++) {
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var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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tempSprite.scrollFactor.setTo(1.2, 1.2);
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melons.add(tempSprite);
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}
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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}
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function update() {
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@@ -21,18 +21,18 @@
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function create() {
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myGame.createSprite(0, 0, 'grid');
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myGame.add.sprite(0, 0, 'grid');
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melons = myGame.createGroup();
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melons = myGame.add.group();
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for (var i = 0; i < 100; i++)
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{
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var tempSprite = myGame.createSprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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var tempSprite = myGame.add.sprite(Math.random() * myGame.world.width, Math.random() * myGame.world.height, 'melon');
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tempSprite.scrollFactor.setTo(1.2, 1.2);
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melons.add(tempSprite);
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}
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.add.sprite(400, 300, 'car');
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myGame.camera.follow(car);
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@@ -10,11 +10,11 @@
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var items;
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var card;
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function create() {
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items = myGame.createGroup();
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items = myGame.add.group();
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// Items are rendered in the depth order in which they are added to the Group
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items.add(myGame.createSprite(64, 100, 'atari1'));
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card = items.add(myGame.createSprite(240, 80, 'card'));
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items.add(myGame.createSprite(280, 100, 'atari2'));
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items.add(myGame.add.sprite(64, 100, 'atari1'));
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card = items.add(myGame.add.sprite(240, 80, 'card'));
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items.add(myGame.add.sprite(280, 100, 'atari2'));
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myGame.input.onTap.addOnce(removeCard, this);
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}
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function removeCard() {
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@@ -19,13 +19,13 @@
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function create() {
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items = myGame.createGroup();
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items = myGame.add.group();
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// Items are rendered in the depth order in which they are added to the Group
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items.add(myGame.createSprite(64, 100, 'atari1'));
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card = <Phaser.Sprite> items.add(myGame.createSprite(240, 80, 'card'));
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items.add(myGame.createSprite(280, 100, 'atari2'));
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items.add(myGame.add.sprite(64, 100, 'atari1'));
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card = <Phaser.Sprite> items.add(myGame.add.sprite(240, 80, 'card'));
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items.add(myGame.add.sprite(280, 100, 'atari2'));
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myGame.input.onTap.addOnce(removeCard, this);
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