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https://github.com/wassname/phaser.git
synced 2026-08-11 11:23:06 +08:00
Version 0.7 release. StageScaleMode support added and world input values exposed.
This commit is contained in:
+17
-11
@@ -1,31 +1,37 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create, update);
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// Here we create a quite tiny game (320x240 in size)
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var myGame = new 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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// 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 = StageScaleMode.SHOW_ALL;
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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}
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function create() {
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myGame.world.width = 3000;
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myGame.world.height = 3000;
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myGame.world.setSize(2000, 2000);
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for(var i = 0; i < 1000; i++) {
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
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}
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myGame.stage.clear = true;
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myGame.onRenderCallback = render;
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}
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function update() {
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myGame.stage.context.fillStyle = 'rgb(255,255,255)';
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myGame.stage.context.fillText('x: ' + myGame.input.x + ' y: ' + myGame.input.y, 10, 20);
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if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
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myGame.camera.x -= 4;
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myGame.camera.scroll.x -= 4;
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} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
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myGame.camera.x += 4;
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myGame.camera.scroll.x += 4;
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}
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if(myGame.input.keyboard.isDown(Keyboard.UP)) {
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myGame.camera.y -= 4;
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myGame.camera.scroll.y -= 4;
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} else if(myGame.input.keyboard.isDown(Keyboard.DOWN)) {
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myGame.camera.y += 4;
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myGame.camera.scroll.y += 4;
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}
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}
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function render() {
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myGame.input.renderDebugInfo(16, 16);
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}
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})();
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+21
-12
@@ -3,10 +3,17 @@
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create, update);
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// Here we create a quite tiny game (320x240 in size)
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var myGame = new 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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// 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 = StageScaleMode.SHOW_ALL;
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.load();
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@@ -15,41 +22,43 @@
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function create() {
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myGame.world.width = 3000;
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myGame.world.height = 3000;
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myGame.world.setSize(2000, 2000);
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for (var i = 0; i < 1000; i++)
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{
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myGame.createSprite(Math.random() * 3000, Math.random() * 3000, 'melon');
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myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
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}
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myGame.stage.clear = true;
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myGame.onRenderCallback = render;
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}
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function update() {
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myGame.stage.context.fillStyle = 'rgb(255,255,255)';
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myGame.stage.context.fillText('x: ' + myGame.input.x + ' y: ' + myGame.input.y, 10, 20);
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if (myGame.input.keyboard.isDown(Keyboard.LEFT))
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{
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myGame.camera.x -= 4;
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myGame.camera.scroll.x -= 4;
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}
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else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
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{
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myGame.camera.x += 4;
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myGame.camera.scroll.x += 4;
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}
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if (myGame.input.keyboard.isDown(Keyboard.UP))
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{
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myGame.camera.y -= 4;
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myGame.camera.scroll.y -= 4;
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}
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else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
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{
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myGame.camera.y += 4;
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myGame.camera.scroll.y += 4;
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}
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}
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function render() {
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myGame.input.renderDebugInfo(16, 16);
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}
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})();
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