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* Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples * Added in the start of a Breakout game * Added in the start of a Platformer game
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@@ -0,0 +1,91 @@
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<?php
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$title = "Breakout";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.atlas('breakout', 'assets/sprites/breakout.png', 'assets/sprites/breakout.json');
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}
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var ball;
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var paddle;
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var bricks;
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var ballOnPaddle = true;
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function create() {
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var brick;
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bricks = game.add.group();
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 15; x++)
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{
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brick = bricks.create(120 + (x * 36), 100 + (y * 52), 'breakout', 'brick_' + (y+1) + '_1.png');
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brick.body.bounce.setTo(1, 1);
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brick.body.immovable = true;
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}
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}
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ball = game.add.sprite(game.world.centerX, 534, 'breakout', 'ball_1.png');
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ball.body.collideWorldBounds = true;
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ball.body.bounce.setTo(1, 1);
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ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
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paddle = game.add.sprite(game.world.centerX, 550, 'breakout', 'paddle_big.png');
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paddle.body.collideWorldBounds = true;
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paddle.body.bounce.setTo(1, 1);
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paddle.body.immovable = true;
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game.input.onDown.add(releaseBall, this);
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}
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function update () {
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paddle.x = game.input.x;
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if (ballOnPaddle)
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{
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ball.x = paddle.x + 16;
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}
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else
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{
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game.physics.collide(paddle, ball);
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game.physics.collide(ball, bricks, ballHitBrick, null, this);
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}
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}
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function releaseBall () {
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ballOnPaddle = false;
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ball.body.velocity.y = -300;
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ball.body.velocity.x = -75;
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ball.animations.play('spin');
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}
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function ballHitBrick (_ball, _brick) {
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_brick.kill();
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}
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function render () {
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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