mirror of
https://github.com/wassname/phaser.git
synced 2026-08-13 12:30:11 +08:00
Added FullScreen API support and fixed numerous StageScaleMode issues.
This commit is contained in:
+17
-3
@@ -87,9 +87,7 @@
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<TypeScriptCompile Include="sprites\velocity.ts" />
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<TypeScriptCompile Include="tilemap\basic tilemap.ts" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="mobile\" />
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</ItemGroup>
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<ItemGroup />
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<ItemGroup>
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<TypeScriptCompile Include="sprites\dynamic texture 1.ts" />
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</ItemGroup>
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@@ -117,9 +115,25 @@
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<Content Include="camera fx\shake.js">
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<DependentUpon>shake.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="input\multitouch.ts" />
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<Content Include="input\multitouch.js">
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<DependentUpon>multitouch.ts</DependentUpon>
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</Content>
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<Content Include="misc\bootscreen.js">
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<DependentUpon>bootscreen.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="mobile\sprite test 1.ts" />
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<TypeScriptCompile Include="mobile\bunny mobile.ts" />
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<TypeScriptCompile Include="misc\time.ts" />
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<Content Include="misc\time.js">
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<DependentUpon>time.ts</DependentUpon>
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</Content>
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<Content Include="mobile\bunny mobile.js">
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<DependentUpon>bunny mobile.ts</DependentUpon>
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</Content>
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<Content Include="mobile\sprite test 1.js">
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<DependentUpon>sprite test 1.ts</DependentUpon>
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</Content>
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<Content Include="scrollzones\ballscroller.js">
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<DependentUpon>ballscroller.ts</DependentUpon>
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</Content>
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@@ -1,45 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png');
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myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
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myGame.loader.load();
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}
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var car;
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function create() {
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myGame.createSprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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}
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function update() {
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car.renderDebugInfo(32, 32);
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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car.angularVelocity = -200;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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car.angularVelocity = 200;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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var motion = myGame.motion.velocityFromAngle(car.angle, 300);
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car.velocity.copyFrom(motion);
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}
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// Flash when the car hits the edges, a different colour per edge
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if(car.x < 0) {
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myGame.camera.flash(0xffffff, 1);
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car.x = 0;
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} else if(car.x > myGame.world.width) {
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myGame.camera.flash(0xff0000, 2);
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car.x = myGame.world.width - car.width;
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}
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if(car.y < 0) {
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myGame.camera.flash(0xffff00, 2);
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car.y = 0;
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} else if(car.y > myGame.world.height) {
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myGame.camera.flash(0xff00ff, 3);
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car.y = myGame.world.height - car.height;
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}
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}
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})();
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@@ -1,45 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('background', 'assets/pics/remember-me.jpg');
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myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
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myGame.loader.load();
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}
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var car;
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function create() {
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myGame.createSprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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}
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function update() {
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myGame.camera.renderDebugInfo(32, 32);
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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car.angularVelocity = -200;
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} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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car.angularVelocity = 200;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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var motion = myGame.motion.velocityFromAngle(car.angle, 300);
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car.velocity.copyFrom(motion);
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}
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// Shake the camera when the car hits the edges, a different intensity per edge
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if(car.x < 0) {
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myGame.camera.shake();
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car.x = 0;
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} else if(car.x > myGame.world.width) {
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myGame.camera.shake(0.02);
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car.x = myGame.world.width - car.width;
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}
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if(car.y < 0) {
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myGame.camera.shake(0.07, 1);
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car.y = 0;
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} else if(car.y > myGame.world.height) {
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myGame.camera.shake(0.1);
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car.y = myGame.world.height - car.height;
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}
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}
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})();
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+39
-3
@@ -33,6 +33,13 @@ if (isset($_GET['f']))
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$state = substr($_GET['f'], 0, -3);
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}
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$mobile = false;
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if (isset($_GET['m']))
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{
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$mobile = true;
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}
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?>
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<!DOCTYPE html>
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@@ -41,7 +48,20 @@ if (isset($_GET['f']))
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<meta charset="utf-8" />
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<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0" />
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<title>Phaser Test Runner: <?php echo $state?></title>
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<?php
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if ($mobile)
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{
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?>
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<link rel="stylesheet" href="phaser-mobile.css" type="text/css" />
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<?php
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}
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else
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{
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?>
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<link rel="stylesheet" href="phaser.css" type="text/css" />
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<?php
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}
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?>
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<script src="phaser.js"></script>
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<script src="phaser-fx.js"></script>
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<?php
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@@ -56,8 +76,16 @@ if (isset($_GET['f']))
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<body>
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<?php
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if ($mobile)
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{
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?>
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if ($state)
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<div id="game"></div>
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<?php
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}
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if ($state && $mobile == false)
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{
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?>
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@@ -84,13 +112,21 @@ function printJSLinks($dir, $files) {
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foreach ($files as $key => $value) {
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$value2 = substr($value, 0, -3);
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echo "<a href=\"index.php?f=$value&d=$dir\" class=\"button\">$value2</a>";
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if ($dir == 'mobile')
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{
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echo "<a href=\"index.php?f=$value&d=$dir&m=1\" class=\"button\">$value2</a>";
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}
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else
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{
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echo "<a href=\"index.php?f=$value&d=$dir\" class=\"button\">$value2</a>";
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}
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}
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}
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if ($state == false)
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if ($state == false && $mobile == false)
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{
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?>
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@@ -4,8 +4,8 @@
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var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
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function init() {
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// This sets a limit on the up-scale
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myGame.stage.maxScaleX = 640;
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myGame.stage.maxScaleY = 480;
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myGame.stage.scale.maxWidth = 640;
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myGame.stage.scale.maxHeight = 480;
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// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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@@ -8,8 +8,9 @@
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function init() {
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// This sets a limit on the up-scale
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myGame.stage.maxScaleX = 640;
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myGame.stage.maxScaleY = 480;
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myGame.stage.scale.maxWidth = 640;
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myGame.stage.scale.maxHeight = 480;
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// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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@@ -0,0 +1,16 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Here we create a quite tiny game (320x240 in size)
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// Tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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}
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function create() {
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myGame.onRenderCallback = render;
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}
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function update() {
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}
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function render() {
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}
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})();
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@@ -0,0 +1,31 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Here we create a quite tiny game (320x240 in size)
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// Tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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}
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function create() {
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myGame.onRenderCallback = render;
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}
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function update() {
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}
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function render() {
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}
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})();
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@@ -2,17 +2,17 @@
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png');
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myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
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myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png');
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myGame.loader.load();
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}
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var car;
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function create() {
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myGame.createSprite(0, 0, 'background');
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car = myGame.createSprite(400, 300, 'car');
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car = myGame.createSprite(200, 300, 'car');
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myGame.onRenderCallback = render;
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myGame.stage.context.font = '16px Arial';
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myGame.stage.context.fillStyle = 'rgb(255,255,255)';
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}
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function update() {
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car.renderDebugInfo(32, 32);
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car.velocity.x = 0;
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car.velocity.y = 0;
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car.angularVelocity = 0;
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@@ -23,20 +23,11 @@
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car.angularVelocity = 200;
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}
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if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
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var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
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var motion = myGame.motion.velocityFromAngle(car.angle, 200);
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car.velocity.copyFrom(motion);
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}
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// Fade when the car hits the edges, a different colour per edge
|
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if(car.x < 0) {
|
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myGame.camera.fade(0x330066, 3);
|
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car.x = 0;
|
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} else if(car.x > myGame.world.width) {
|
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myGame.camera.fade(0x000066, 3);
|
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car.x = myGame.world.width - car.width;
|
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}
|
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if(car.y > myGame.world.height) {
|
||||
myGame.camera.fade(0x000000, 3);
|
||||
car.y = myGame.world.height - car.height;
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
myGame.stage.context.fillText(myGame.time.time.toString(), 32, 32);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,58 @@
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/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('car', 'assets/sprites/asteroids_ship.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var car: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
car = myGame.createSprite(200, 300, 'car');
|
||||
|
||||
myGame.onRenderCallback = render;
|
||||
|
||||
myGame.stage.context.font = '16px Arial';
|
||||
myGame.stage.context.fillStyle = 'rgb(255,255,255)';
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
car.angularVelocity = -200;
|
||||
}
|
||||
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 200);
|
||||
car.velocity.copyFrom(motion);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
myGame.stage.context.fillText(myGame.time.time.toString(), 32, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,59 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
|
||||
myGame.loader.load();
|
||||
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
|
||||
}
|
||||
var maxX;
|
||||
var maxY;
|
||||
var minX;
|
||||
var minY;
|
||||
function create() {
|
||||
minX = 0;
|
||||
minY = 0;
|
||||
maxX = myGame.stage.width - 26;
|
||||
maxY = myGame.stage.height - 37;
|
||||
myGame.input.touch.touchDown.add(addBunnies, this);
|
||||
// This will really help on slow Android phones
|
||||
myGame.framerate = 30;
|
||||
// Make sure the camera doesn't clip anything
|
||||
myGame.camera.disableClipping = true;
|
||||
myGame.onRenderCallback = render;
|
||||
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
|
||||
myGame.stage.context.font = '20px Arial';
|
||||
addBunnies();
|
||||
}
|
||||
function addBunnies() {
|
||||
for(var i = 0; i < 10; i++) {
|
||||
var tempSprite = myGame.createSprite(myGame.stage.randomX, 0, 'bunny');
|
||||
tempSprite.velocity.x = -200 + (Math.random() * 400);
|
||||
tempSprite.velocity.y = 100 + Math.random() * 200;
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
myGame.world.group.forEach(checkWalls);
|
||||
}
|
||||
function render() {
|
||||
// Note: Displaying canvas text causes a big performance hit on mobile
|
||||
myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
|
||||
}
|
||||
function checkWalls(bunny) {
|
||||
if(bunny.x > maxX) {
|
||||
bunny.velocity.x *= -1;
|
||||
bunny.x = maxX;
|
||||
} else if(bunny.x < minX) {
|
||||
bunny.velocity.x *= -1;
|
||||
bunny.x = minX;
|
||||
}
|
||||
if(bunny.y > maxY) {
|
||||
bunny.velocity.y *= -0.8;
|
||||
bunny.y = maxY;
|
||||
} else if(bunny.y < minY) {
|
||||
bunny.velocity.x = -200 + (Math.random() * 400);
|
||||
bunny.velocity.y = 100 + Math.random() * 200;
|
||||
bunny.y = minY;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,95 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
|
||||
|
||||
}
|
||||
|
||||
var maxX: number;
|
||||
var maxY: number;
|
||||
var minX: number;
|
||||
var minY: number;
|
||||
|
||||
function create() {
|
||||
|
||||
minX = 0;
|
||||
minY = 0;
|
||||
maxX = myGame.stage.width - 26;
|
||||
maxY = myGame.stage.height - 37;
|
||||
|
||||
myGame.input.touch.touchDown.add(addBunnies, this);
|
||||
|
||||
// This will really help on slow Android phones
|
||||
myGame.framerate = 30;
|
||||
// Make sure the camera doesn't clip anything
|
||||
myGame.camera.disableClipping = true;
|
||||
|
||||
myGame.onRenderCallback = render;
|
||||
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
|
||||
myGame.stage.context.font = '20px Arial';
|
||||
|
||||
addBunnies();
|
||||
|
||||
}
|
||||
|
||||
function addBunnies() {
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
var tempSprite = myGame.createSprite(myGame.stage.randomX, 0, 'bunny');
|
||||
tempSprite.velocity.x = -200 + (Math.random() * 400);
|
||||
tempSprite.velocity.y = 100 + Math.random() * 200;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
myGame.world.group.forEach(checkWalls);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
// Note: Displaying canvas text causes a big performance hit on mobile
|
||||
myGame.stage.context.fillText("fps: " + myGame.time.fps.toString(), 0, 32);
|
||||
|
||||
}
|
||||
|
||||
function checkWalls(bunny:Phaser.Sprite) {
|
||||
|
||||
if (bunny.x > maxX)
|
||||
{
|
||||
bunny.velocity.x *= -1;
|
||||
bunny.x = maxX;
|
||||
}
|
||||
else if (bunny.x < minX)
|
||||
{
|
||||
bunny.velocity.x *= -1;
|
||||
bunny.x = minX;
|
||||
}
|
||||
|
||||
if (bunny.y > maxY)
|
||||
{
|
||||
bunny.velocity.y *= -0.8;
|
||||
bunny.y = maxY;
|
||||
}
|
||||
else if (bunny.y < minY)
|
||||
{
|
||||
bunny.velocity.x = -200 + (Math.random() * 400);
|
||||
bunny.velocity.y = 100 + Math.random() * 200;
|
||||
bunny.y = minY;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,46 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 320, 400, init, create);
|
||||
var emitter;
|
||||
function init() {
|
||||
myGame.loader.addImageFile('backdrop1', 'assets/pics/atari_fujilogo.png');
|
||||
myGame.loader.addImageFile('backdrop2', 'assets/pics/acryl_bladerunner.png');
|
||||
myGame.loader.addImageFile('jet', 'assets/sprites/carrot.png');
|
||||
myGame.loader.load();
|
||||
// This can help a lot on crappy old Android phones :)
|
||||
//myGame.framerate = 30;
|
||||
myGame.stage.backgroundColor = 'rgb(50,50,50)';
|
||||
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
|
||||
//myGame.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
|
||||
//myGame.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
}
|
||||
var pic1;
|
||||
var pic2;
|
||||
function create() {
|
||||
pic1 = myGame.createSprite(0, 0, 'backdrop1');
|
||||
pic2 = myGame.createSprite(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.makeParticles('jet', 50, 0, false, 0);
|
||||
emitter.setRotation(0, 0);
|
||||
emitter.start(false, 10, 0.1);
|
||||
// Make sure the camera doesn't clip anything
|
||||
myGame.camera.disableClipping = true;
|
||||
myGame.stage.scale.enterLandscape.add(goneLandscape, this);
|
||||
myGame.stage.scale.enterPortrait.add(gonePortrait, this);
|
||||
myGame.onRenderCallback = render;
|
||||
}
|
||||
function goneLandscape() {
|
||||
pic1.visible = true;
|
||||
pic2.visible = false;
|
||||
}
|
||||
function gonePortrait() {
|
||||
pic1.visible = false;
|
||||
pic2.visible = true;
|
||||
}
|
||||
function render() {
|
||||
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
|
||||
myGame.stage.context.font = '20px Arial';
|
||||
//myGame.stage.context.fillText("ttc: " + myGame._raf.timeToCall.toString(), 0, 64);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,73 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 320, 400, init, create);
|
||||
|
||||
var emitter: Phaser.Emitter;
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('backdrop1', 'assets/pics/atari_fujilogo.png');
|
||||
myGame.loader.addImageFile('backdrop2', 'assets/pics/acryl_bladerunner.png');
|
||||
myGame.loader.addImageFile('jet', 'assets/sprites/carrot.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
// This can help a lot on crappy old Android phones :)
|
||||
//myGame.framerate = 30;
|
||||
|
||||
myGame.stage.backgroundColor = 'rgb(50,50,50)';
|
||||
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
|
||||
//myGame.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
|
||||
//myGame.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
|
||||
}
|
||||
|
||||
var pic1;
|
||||
var pic2;
|
||||
|
||||
function create() {
|
||||
|
||||
pic1 = myGame.createSprite(0, 0, 'backdrop1');
|
||||
pic2 = myGame.createSprite(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.makeParticles('jet', 50, 0, false, 0);
|
||||
emitter.setRotation(0, 0);
|
||||
emitter.start(false, 10, 0.1);
|
||||
|
||||
// Make sure the camera doesn't clip anything
|
||||
myGame.camera.disableClipping = true;
|
||||
|
||||
myGame.stage.scale.enterLandscape.add(goneLandscape, this);
|
||||
myGame.stage.scale.enterPortrait.add(gonePortrait, this);
|
||||
|
||||
myGame.onRenderCallback = render;
|
||||
|
||||
}
|
||||
|
||||
function goneLandscape() {
|
||||
|
||||
pic1.visible = true;
|
||||
pic2.visible = false;
|
||||
|
||||
}
|
||||
|
||||
function gonePortrait() {
|
||||
|
||||
pic1.visible = false;
|
||||
pic2.visible = true;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
|
||||
myGame.stage.context.font = '20px Arial';
|
||||
//myGame.stage.context.fillText("ttc: " + myGame._raf.timeToCall.toString(), 0, 64);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
+4
-6
@@ -137,8 +137,8 @@ var Phaser;
|
||||
/**
|
||||
* Phaser - FX - Camera - Mirror
|
||||
*
|
||||
* A Template FX file you can use to create your own Camera FX.
|
||||
* If you don't use any of the methods below (i.e. preUpdate, render, etc) then DELETE THEM to avoid un-necessary calls by the FXManager.
|
||||
* Creates a mirror effect for a camera.
|
||||
* Can mirror the camera image horizontally, vertically or both with an optional fill color overlay.
|
||||
*/
|
||||
(function (Camera) {
|
||||
var Mirror = (function () {
|
||||
@@ -159,7 +159,7 @@ var Phaser;
|
||||
* It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates)
|
||||
*/
|
||||
function (x, y, region, fillColor) {
|
||||
if (typeof fillColor === "undefined") { fillColor = 'rgba(0,0,100,0.5)'; }
|
||||
if (typeof fillColor === "undefined") { fillColor = 'rgba(0, 0, 100, 0.5)'; }
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this._mirrorX = region.x;
|
||||
@@ -199,7 +199,6 @@ var Phaser;
|
||||
if(this._mirrorColor) {
|
||||
this._context.fillRect(0, 0, this._mirrorWidth, this._mirrorHeight);
|
||||
}
|
||||
//this._game.stage.context.save();
|
||||
if(this.flipX && this.flipY) {
|
||||
this._game.stage.context.transform(-1, 0, 0, -1, this._mirrorWidth, this._mirrorHeight);
|
||||
this._game.stage.context.drawImage(this._canvas, -this.x, -this.y);
|
||||
@@ -210,8 +209,7 @@ var Phaser;
|
||||
this._game.stage.context.transform(1, 0, 0, -1, 0, this._mirrorHeight);
|
||||
this._game.stage.context.drawImage(this._canvas, this.x, -this.y);
|
||||
}
|
||||
//this._game.stage.context.restore();
|
||||
};
|
||||
};
|
||||
return Mirror;
|
||||
})();
|
||||
Camera.Mirror = Mirror;
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
body
|
||||
{
|
||||
background: #000000;
|
||||
color: white;
|
||||
font: 1em/2em Arial, Helvetica;
|
||||
-webkit-touch-callout: none;
|
||||
-webkit-user-select: none;
|
||||
-khtml-user-select: none;
|
||||
-moz-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
* {
|
||||
user-select: none;
|
||||
-webkit-tap-highlight-color: rgb(0, 0, 0, 0);
|
||||
-webkit-touch-callout: none;
|
||||
-webkit-user-select: none;
|
||||
-moz-user-select: none;
|
||||
-ms-user-select: none;
|
||||
}
|
||||
@@ -25,6 +25,11 @@
|
||||
padding: 16px;
|
||||
}
|
||||
|
||||
:-webkit-full-screen {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-family: 'Arial', sans-serif;
|
||||
font-size: 30pt;
|
||||
|
||||
+3195
-968
File diff suppressed because it is too large
Load Diff
@@ -34,6 +34,10 @@
|
||||
ship = myGame.createSprite(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);
|
||||
}
|
||||
function test(event) {
|
||||
myGame.stage.scale.startFullScreen();
|
||||
}
|
||||
function update() {
|
||||
ship.angularVelocity = 0;
|
||||
|
||||
@@ -51,6 +51,14 @@
|
||||
// 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);
|
||||
|
||||
}
|
||||
|
||||
function test(event) {
|
||||
|
||||
myGame.stage.scale.startFullScreen();
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
Reference in New Issue
Block a user