Updated a lot of examples to Phaser 2.0 :)

This commit is contained in:
alvinsight
2014-02-28 18:22:52 +00:00
parent 8662cd2fd4
commit f17cdd9c32
24 changed files with 77 additions and 68 deletions
-2
View File
@@ -69,6 +69,4 @@ function render() {
game.debug.renderSpriteCoords(player, 32, 200);
game.debug.renderSpriteCoords(fixed, 600, 200);
// game.debug.renderSpriteCoords(game.world._container, 32, 400);
}
+5 -6
View File
@@ -20,20 +20,20 @@ function create() {
sprite = game.add.sprite(0, 0, 'sprite');
sprite.alpha = 0.5 ;
sprite.x = game.width / 2 ;
sprite.anchor.x = sprite.anchor.y = 0.5 ;
sprite.physicsEnabled = true;
// create sprite B
otherSprite = game.add.sprite(0, 0, 'otherSprite');
otherSprite.alpha = 0.5 ;
otherSprite.x = (game.width / 2) + 150 ;
otherSprite.y = (game.height / 2) + 150 ;
otherSprite.anchor.x = sprite.anchor.y = 0.5 ;
otherSprite.physicsEnabled = true;
otherSprite.body.immovable = true ;
}
function update()
{
game.physics.collide( sprite, otherSprite ) ;
// game.physics.collide( sprite, otherSprite ) ;
// Move sprite up and down smoothly for show
var tStep = Math.sin( counter ) ;
@@ -45,9 +45,8 @@ function update()
function render() {
// Physics
game.debug.renderSpriteBody(sprite);
game.debug.renderSpriteCollision(sprite, 32, 32);
game.debug.renderSpriteBounds(sprite);
game.debug.renderSpriteBody(otherSprite);
game.debug.renderSpriteBounds(otherSprite);
}
-2
View File
@@ -35,7 +35,5 @@ function render() {
// Sprite debug info
game.debug.renderSpriteInfo(sprite, 32, 32);
game.debug.renderLocalTransformInfo(sprite, 32, 160);
game.debug.renderWorldTransformInfo(sprite, 32, 290);
}
+5 -1
View File
@@ -1,5 +1,5 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
@@ -28,6 +28,8 @@ function create() {
// Populate the wave with some data
waveData = game.math.sinCosGenerator(32, 8, 8, 2);
console.log(bmd.context)
}
function update() {
@@ -44,6 +46,8 @@ function update() {
function updateWobblyBall()
{
var s = 0;
var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
var copyPoint = { x: 0, y: 0 };
+3 -3
View File
@@ -39,12 +39,12 @@ function create() {
stuffContainer = game.add.group();
stuffContainer.x = 800/2;
stuffContainer.y = 600/2
stuffContainer.y = 600/2;
// now create some items and randomly position them in the stuff container
for (var i = 0; i < 20; i++)
{
var item = stuffContainer.create(Math.random() * 400 - 200, Math.random() * 400 - 200, game.rnd.pick(game.cache.getImageKeys()));
var item = stuffContainer.create(Math.random() * 400 - 200, Math.random() * 400 - 200, game.rnd.pick(game.cache.getKeys(Phaser.Cache.IMAGE)));
item.anchor.setTo(0.5, 0.5);
}
@@ -73,6 +73,6 @@ function update() {
// render the stage to the texture
// the true clears the texture before content is rendered
renderTexture2.renderXY(game.stage.display, 0, 0, true);
renderTexture2.renderXY(game.stage, 0, 0, true);
}
+4 -2
View File
@@ -27,11 +27,13 @@ function create() {
function update() {
if (!game.input.activePointer.position.isZero())
{
// This time we'll draw the ball sprite twice, in a mirror effect
texture.renderXY(ball, game.input.activePointer.x, game.input.activePointer.y, false, true);
texture.renderXY(ball, game.input.activePointer.x, 600 - game.input.activePointer.y, false, true);
texture.renderXY(ball, game.input.activePointer.x, game.input.activePointer.y, true);
texture.renderXY(ball, game.input.activePointer.x, 600 - game.input.activePointer.y, true);
}
}
+2 -2
View File
@@ -35,12 +35,12 @@ function create() {
eye = robot.create(335, 173,'eye');
// Tween the robot's size, so all the components also scaled.
game.add.tween(robot._container.scale).to( {x: 1.2, y: 1.2}, 1000, Phaser.Easing.Back.InOut, true, 0, false).yoyo(true);
game.add.tween(robot.scale).to( {x: 1.2, y: 1.2}, 1000, Phaser.Easing.Back.InOut, true, 0, false).yoyo(true);
}
function render() {
game.debug.renderText('The robot is a group and every component is a sprite.', 240, 580);
game.debug.renderText('The robot is a group and every component is a sprite.', 32,32);
}
+3 -3
View File
@@ -25,9 +25,9 @@ function create() {
normalBaddies = game.add.group();
purpleBaddies = game.add.group();
// Add both teams to enemies group, using the Pixi container otherwise it's impossible
enemies.add(normalBaddies._container);
enemies.add(purpleBaddies._container);
enemies.add(normalBaddies);
enemies.add(purpleBaddies);
// Create a ufo as a friend sprite.
+1 -1
View File
@@ -16,7 +16,7 @@ function preload() {
function create() {
// This returns an array of all the image keys in the cache
var images = game.cache.getImageKeys();
var images = game.cache.getKeys(Phaser.Cache.IMAGE);
// Now let's create some random sprites and enable them all for drag and 'bring to top'
for (var i = 0; i < 20; i++)
+1 -1
View File
@@ -17,7 +17,7 @@ function preload() {
function create() {
// This returns an array of all the image keys in the cache
var images = game.cache.getImageKeys();
var images = game.cache.getKeys(Phaser.Cache.IMAGE);
var test = game.add.group();
+1 -1
View File
@@ -25,7 +25,7 @@ function create() {
game.stage.backgroundColor = '#0072bc';
text = game.add.bitmapText(200, 100, 'Bitmap Fonts!', { font: '64px Desyrel', align: 'center' });
text = game.add.bitmapText(200, 100, 'desyrel','Bitmap Fonts!',64);
}
+1 -1
View File
@@ -17,7 +17,7 @@ function preload() {
function create() {
// This returns an array of all the image keys in the cache
var images = game.cache.getImageKeys();
var images = game.cache.getKeys(Phaser.Cache.IMAGE);
// Now let's create some random sprites and enable them all for drag and 'bring to top'
for (var i = 0; i < 20; i++)
+1
View File
@@ -11,6 +11,7 @@ function create() {
pic = game.add.sprite(0, 0, 'trsi');
pic.cropEnabled = true;
pic.crop.width = 128;
+13 -9
View File
@@ -1,23 +1,27 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update : update });
function preload() {
game.load.image('trsi', 'assets/pics/trsipic1_lazur.jpg');
}
var pic;
var cropRect;
function create() {
var pic = game.add.sprite(game.world.centerX, 550, 'trsi');
pic = game.add.sprite(game.world.centerX, 550, 'trsi');
pic.anchor.setTo(0.5, 1);
// By default Sprites ignore the crop setting, you have to explicitly enable it like this:
pic.cropEnabled = true;
// Set the crop rect width to zero
pic.crop.width = 0;
cropRect = {x : 0, y : 0 , width : 0, height : pic.height};
// Here we'll tween the crop rect, from a width of zero to full width, and back again
game.add.tween(pic.crop).to( { width: pic.width }, 3000, Phaser.Easing.Bounce.Out, true, 0, 1000, true);
// Here we'll tween the crop rect, from a width of zero to full width, and back again
game.add.tween(cropRect).to( { width: pic.width }, 3000, Phaser.Easing.Bounce.Out, true, 0, 1000, true);
}
function update () {
// the crop method takes a rectangle object as a parameter
pic.crop(cropRect);
}
+1 -3
View File
@@ -10,7 +10,7 @@ var s;
function create() {
s = game.add.sprite(game.world.centerX, game.world.centerY, 'bot');
// s.anchor.setTo(0.5, 0.5);
s.anchor.setTo(0.5, 0.5);
s.scale.setTo(2, 2);
s.animations.add('run');
@@ -41,8 +41,6 @@ function update() {
}
function render() {
game.debug.renderSpriteCorners(s, false, false);
game.debug.renderSpriteInfo(s, 20, 32);
}
+4 -4
View File
@@ -29,9 +29,9 @@ function update() {
function render() {
game.debug.renderSpriteInfo(sprite, 32, 32);
game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
// game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
// game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
// game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
// game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
}
+15 -8
View File
@@ -1,23 +1,30 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create , update : update});
function preload() {
game.load.image('trsi', 'assets/pics/trsipic1_lazur.jpg');
}
var pic;
var cropRect;
function create() {
var pic = game.add.sprite(game.world.centerX, 550, 'trsi');
pic = game.add.sprite(game.world.centerX, 550, 'trsi');
pic.anchor.setTo(0.5, 1);
// By default Sprites ignore the crop setting, you have to explicitly enable it like this:
pic.cropEnabled = true;
// Set the crop rect height to zero
pic.crop.height = 0;
cropRect = {x : 0, y : 0 , width : pic.width, height : 0};
// Here we'll tween the crop rect, from a height of zero to full height, and back again
game.add.tween(pic.crop).to( { height: pic.height }, 3000, Phaser.Easing.Bounce.Out, true, 0, 1000, true);
game.add.tween(cropRect).to( { height: pic.height }, 3000, Phaser.Easing.Bounce.Out, true, 0, 1000, true);
}
function update () {
// the crop method takes a rectangle object as a parameter
pic.crop(cropRect);
}
+3 -3
View File
@@ -7,16 +7,16 @@ function preload() {
}
var text;
var bpmText;
function create() {
text = game.add.bitmapText(200, 100, 'Phaser & Pixi\nrocking!', { font: '64px Desyrel', align: 'center' });
bmpText = game.add.bitmapText(200, 100, 'desyrel','Phaser & Pixi \nrocking!',64);
}
function update() {
text.setText('Phaser & Pixi\nrocking!\n' + Math.round(game.time.now));
bmpText.setText('Phaser & Pixi\nrocking!\n' + Math.round(game.time.now));
}
+1 -1
View File
@@ -19,7 +19,7 @@ WebFontConfig = {
function preload() {
// Load the Google WebFont Loader script
game.load.script('webfont', '//ajax.googleapis.com/ajax/libs/webfont/1.4.7/webfont.js');
game.load.script('webfont', 'http://ajax.googleapis.com/ajax/libs/webfont/1.4.7/webfont.js');
}
@@ -15,13 +15,14 @@ function preload() {
function create() {
ball = game.add.sprite(400, 0, 'ball');
ball.body.gravity.y = 200;
ball.body.bounce.y = 1;
ball.physicsEnabled = true;
tilesprite = game.add.tileSprite(300, 450, 200, 100, 'starfield');
tilesprite.body.immovable = true;
tilesprite.body.setRectangle(200, 100, 0, 0);
tilesprite.physicsEnabled = true;
// tilesprite.body.immovable = true;
// tilesprite.body.setRectangle(200, 100, 0, 0);
cursors = game.input.keyboard.createCursorKeys();
@@ -29,8 +30,6 @@ function create() {
function update() {
game.physics.collide(ball, tilesprite);
if (cursors.left.isDown)
{
tilesprite.x -= 8;
@@ -55,6 +54,6 @@ function update() {
function render() {
game.debug.renderPhysicsBody(tilesprite.body);
// game.debug.renderPhysicsBody(tilesprite);
}
+2 -1
View File
@@ -23,6 +23,7 @@ function create() {
// The first parameter is how long to wait before the event fires. In this case 1 second (you could pass in 1000 as the value as well.)
// The next two parameters are the function to call ('updateCounter') and the context under which that will happen.
game.time.events.loop(Phaser.Timer.SECOND, updateCounter, this);
}
@@ -31,7 +32,7 @@ function updateCounter() {
counter++;
text.content = 'Counter: ' + counter;
text.setText('Counter: ' + counter);
}
+1 -3
View File
@@ -33,9 +33,7 @@ function createBall() {
var ball = game.add.sprite(game.world.randomX, 0, 'ball');
ball.body.gravity.y = 200;
ball.body.bounce.y = 0.5;
ball.body.collideWorldBounds = true;
ball.physicsEnabled = true;
}
+2 -2
View File
@@ -29,7 +29,7 @@ function updateCounter(idx) {
counters[idx]++;
text[idx].content = 'Counter ' + idx + ' = ' + counters[idx];
text[idx].setText('Counter ' + idx + ' = ' + counters[idx]);
}
@@ -42,7 +42,7 @@ function removeCounter() {
// Just updates the text
text[i].style.fill = '#3344aa';
text[i].content = 'Counter ' + i + ' removed';
text[i].setText('Counter ' + i + ' removed');
i--;
}
+1 -1
View File
@@ -19,7 +19,7 @@ WebFontConfig = {
function preload() {
// Load the Google WebFont Loader script
game.load.script('webfont', '//ajax.googleapis.com/ajax/libs/webfont/1.4.7/webfont.js');
game.load.script('webfont', 'http://ajax.googleapis.com/ajax/libs/webfont/1.4.7/webfont.js');
}