mirror of
https://github.com/wassname/phaser.git
synced 2026-07-23 13:00:41 +08:00
@@ -19,6 +19,8 @@ function create() {
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// and assign it to a variable
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var image = game.add.sprite(0, 0, 'einstein');
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image.body.velocity.x=50;
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image.physicsEnabled = true;
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image.body.moveRight(150);
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}
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@@ -31,6 +31,8 @@ function create() {
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player = game.add.sprite(150, 320, 'player');
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player.physicsEnabled = true;
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cursors = game.input.keyboard.createCursorKeys();
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game.camera.follow(player);
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@@ -39,15 +41,15 @@ function create() {
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function update() {
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player.body.velocity.setTo(0, 0);
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player.body.setZeroVelocity();
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if (cursors.up.isDown)
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{
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player.body.velocity.y = -200;
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player.body.moveUp(200)
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}
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else if (cursors.down.isDown)
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{
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player.body.velocity.y = 200;
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player.body.moveDown(200);
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}
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if (cursors.left.isDown)
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@@ -56,7 +58,7 @@ function update() {
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}
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else if (cursors.right.isDown)
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{
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player.body.velocity.x = 200;
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player.body.moveRight(200);
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}
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}
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@@ -42,7 +42,7 @@ function update() {
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function render() {
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game.debug.renderSpriteCorners(s, true, true);
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game.debug.renderSpriteBounds(s);
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game.debug.renderSpriteInfo(s, 20, 32);
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}
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@@ -26,7 +26,7 @@ function create() {
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function gofull() {
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game.stage.scale.startFullScreen();
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game.scale.startFullScreen();
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}
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@@ -34,7 +34,7 @@ function create() {
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var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, 'atari1');
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tempSprite.name = 'atari' + i;
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tempSprite.input.start(i, true);
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tempSprite.inputEnabled = true;
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tempSprite.input.enableDrag(false, true);
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group1.add(tempSprite);
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@@ -44,7 +44,7 @@ function create() {
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var tempSprite=game.add.sprite(game.world.randomX, game.world.randomY, 'sonic');
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tempSprite.name = 'sonic' + i;
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tempSprite.input.start(10 + i, true);
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tempSprite.inputEnabled = true;
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tempSprite.input.enableDrag(false, true);
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group2.add(tempSprite);
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@@ -19,12 +19,12 @@ function create() {
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item = game.add.sprite(290, 98 * (i + 1), 'item', i);
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// Enable input.
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item.input.start(0, true);
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item.inputEnabled = true;
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item.events.onInputUp.add(kill);
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// An item besides the left one.
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item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3);
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item.input.start(0, true);
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item.inputEnabled = true;
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item.events.onInputUp.add(kill);
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}
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@@ -35,6 +35,8 @@ function create() {
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// The player
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sprite = group.create(300, 200, 'phaser');
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sprite.physicsEnabled = true;
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// Some trees
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for (var i = 0; i < 50; i++)
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{
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@@ -23,7 +23,7 @@ function create() {
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// Directly create sprites from the group.
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item = items.create(90, 90 * i, 'item', i);
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// Enable input detection, then it's possible be dragged.
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item.input.start(0,true);
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item.inputEnabled = true;
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// Make this item draggable.
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item.input.enableDrag();
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// Then we make it snap to 90x90 grids.
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@@ -25,12 +25,12 @@ function create() {
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// Directly create sprites from the left group.
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item = left.create(290, 98 * (i + 1), 'item', i);
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// Enable input.
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item.input.start(0, false, true);
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item.inputEnabled = true;
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item.events.onInputUp.add(select);
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// Add another to the right group.
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item = right.create(388, 98 * (i + 1), 'item', i + 3);
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// Enable input.
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item.input.start(0,true);
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item.inputEnabled = true;
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item.events.onInputUp.add(select);
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}
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}
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@@ -18,7 +18,7 @@ function create() {
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item = game.add.sprite(90, 90 * i, 'item', i);
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// Enable input detection, then it's possible be dragged.
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item.input.start(0,true);
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item.inputEnabled = true;
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// Make this item draggable.
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item.input.enableDrag();
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@@ -14,6 +14,8 @@ function preload() {
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}
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var cursors;
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function create() {
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//We increase the size of our game world
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@@ -25,26 +27,28 @@ function create() {
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game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
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}
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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//This allows us to move the game camera using the keyboard
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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if (cursors.left.isDown)
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{
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game.camera.x -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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else if (cursors.right.isDown)
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{
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game.camera.x += 4;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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if (cursors.up.isDown)
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{
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game.camera.y -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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else if (cursors.down.isDown)
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{
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game.camera.y += 4;
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}
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@@ -19,10 +19,13 @@ function create() {
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bullets = game.add.group();
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bullets.createMultiple(10, 'bullet');
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bullets.setAll('physicsEnabled',true);
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bullets.callAll('events.onOutOfBounds.add', 'events.onOutOfBounds', resetBullet, this);
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sprite = game.add.sprite(400, 550, 'phaser');
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sprite.physicsEnabled = true;
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// Stop the following keys from propagating up to the browser
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game.input.keyboard.addKeyCapture([ Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.SPACEBAR ]);
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@@ -18,7 +18,7 @@ function create() {
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// Enable Input detection. Sprites have this disabled by default,
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// so you have to start it if you want to interact with them.
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sprite.input.start(0,true);
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sprite.inputEnabled = true;
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// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
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// or if it will snap to the center (true)
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@@ -18,7 +18,7 @@ function create() {
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// Enable Input detection. Sprites have this disabled by default,
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// so you have to start it if you want to interact with them.
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sprite.input.start(0,true);
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sprite.inputEnabled = true;
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// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
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// or if it will snap to the center (true)
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