Group nearly done. Sprite.anchor appears to be broken though, must fix.

This commit is contained in:
Richard Davey
2013-09-06 20:20:58 +01:00
parent 822a2df289
commit eb7af3d2a2
11 changed files with 544 additions and 199 deletions
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After

Width:  |  Height:  |  Size: 675 B

+81
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@@ -0,0 +1,81 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<textarea id="output" style="width: 1400px; height: 600px"></textarea>
<br />
<input type="button" id="grab" value="Grab" />
<input type="button" id="refresh" value="Refresh" />
<script type="text/javascript">
var game = new Phaser.Game(50, 31, Phaser.CANVAS, '', { preload: preload, create: create });
function preload() {
game.load.image('piccie', 'assets/bd/burd.png');
}
var logo;
var args;
function create() {
logo = game.add.sprite(0, 0, 'piccie');
document.getElementById('grab').onclick = canvasToConsole;
document.getElementById('refresh').onclick = refreshConsole;
}
function refreshConsole () {
args[0] = document.getElementById('output').value;
console.clear();
console.log.apply(console, args);
console.log(args.toString());
}
function canvasToConsole () {
var txt = "";
var prev;
args = [""];
var lfb = game.renderer.context.getImageData(0, 0, game.width, game.height).data;
for (var i = 0, j = 0; i < 1500; i++, j++)
{
if (!(i % 50)) // if(i && !(i % 50)) if don't like to start with a "\n"
txt += prev = "\n";
var col = "background: rgb(" + [lfb[j++], lfb[j++], lfb[j++]] + ")";
if (col == prev)
{
txt += " ";
}
else
{
txt += "%c ";
args.push(col);
prev = col;
}
}
args[0] = txt;
document.getElementById('output').innerText = args[0];
console.clear();
console.log.apply(console, args);
// console.log(args[0]);
}
</script>
</body>
</html>
+33 -7
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@@ -16,6 +16,7 @@
function preload() {
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.image('carrot', 'assets/sprites/carrot.png');
}
var g;
@@ -24,26 +25,51 @@
function create() {
g = new Phaser.Group(game, 'aliens');
t = game.add.sprite(100, 100, 'carrot');
t.name = 'c0';
t.body.bounce.y = Math.random();
t.body.collideWorldBounds = true;
g = game.add.group();
// g.x = 400;
// g.y = 300;
// g._container.anchor.x = 0.5;
// g._container.anchor.y = 0.5;
for (var i = 0; i < 10; i++)
{
s = g.createSprite(100 + i * 64, 300, 'diamond');
s.name = 'diamond' + i;
s.body.collideWorldBounds = true;
s.body.bounce.y = Math.random();
var x = (i * 64);
s = g.create(x, 0, 'diamond');
s.name = 'd' + i;
s.anchor.setTo(0.5, 0.5);
}
g.getRandom().y += 200;
// g.forEach(setAlpha, this);
//g.setAll('body.velocity.y', 250);
// g.dump();
// g.replace(s, t);
// g.dump();
// g.callAll('dump', game, 123, 456, 789);
// g.getRandom().y += 200;
// g.setAll('body.velocity.y', 250);
// g.divideAll('y', 2);
// g.multiplyAll('y', 3);
}
function setAlpha (sprite) {
sprite.alpha = 0.4;
}
function update() {
// g.addAll('angle', 10);
g.angle++;
}
+62
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@@ -0,0 +1,62 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('alien', 'assets/sprites/space-baddie.png');
game.load.image('ship', 'assets/sprites/shmup-ship.png');
}
var player;
var aliens;
function create() {
player = game.add.sprite(400, 500, 'ship');
// player.anchor.setTo(0.5, 0.5);
aliens = game.add.group();
for (var y = 0; y < 4; y++)
{
for (var x = 0; x < 10; x++)
{
aliens.create(x * 48, y * 64, 'alien');
}
}
aliens.x = 100;
var tween = game.add.tween(aliens).to({x: 200}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
tween.onComplete.add(descend, this);
}
function descend() {
aliens.y += 10;
}
function update() {
}
function render() {
}
})();
</script>
</body>
</html>