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Updated Rectangle to use prototype based getters and setters (re: iOS speed discussion on the forum).
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('pic', 'assets/pics/backscroll.png');
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}
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var image;
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var bmd;
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function create() {
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bmd = game.add.bitmapData(800, 600);
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bmd.fillStyle('rgba(255,0,0,0.2)');
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// bmd.fillRect(0, 0, 300, 100);
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// bmd.fillRect(0, 200, 300, 100);
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image = game.add.image(0, 0, bmd);
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// image.anchor.set(0.5);
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game.input.onDown.add(tint, this);
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}
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function tint() {
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image.tint = Math.random() * 0xFFFFFF;
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}
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function update() {
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bmd.fillStyle('rgba(255,0,0,0.2)');
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bmd.fillRect(game.input.x, game.input.y, 6, 6);
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}
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function render() {
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game.debug.renderText(game.input.x, 32, 32);
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}
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@@ -0,0 +1,54 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var mushroom;
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var texture;
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var image;
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function create() {
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// Here we'll create a renderTexture the same size as our game
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texture = game.add.renderTexture('mousetrail', 800, 600);
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// This is the sprite that will be drawn to the texture, we set it to visible false as we only need its texture data
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mushroom = game.add.sprite(0, 0, 'mushroom');
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// mushroom.visible = false;
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// mushroom.anchor.setTo(0.5, 0.5);
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// This is the sprite that is drawn to the display. We've given it the renderTexture as its texture.
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// game.add.image(0, 0, texture);
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game.input.onDown.add(tint, this);
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}
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function tint() {
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image.tint = Math.random() * 0xFFFFFF;
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}
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function update() {
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if (!game.input.activePointer.position.isZero())
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{
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// Here we draw the mushroom sprite to the renderTexture at the pointer coordinates.
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// The 'false' parameter 2nd from the end tells it not to clear itself, causing the trail effect you see.
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// The final 'true' parameter tells it to render sprites even with visible false set.
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// texture.render(mushroom, game.input.activePointer.position, false, true);
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}
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}
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function render() {
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game.debug.renderText(game.input.x, 32, 32);
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}
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