/// (function () { var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update, render); var origin; var origin2; var points = []; var points2 = []; var d = 0; var d2 = 0; var m = 64; function create() { // Let's have some fun :) origin = new Phaser.Point(300, 200); origin2 = new Phaser.Point(600, 350); for(var i = 0; i < m; i++) { points.push(new Phaser.Point()); points2.push(new Phaser.Point()); } } function update() { for(var i = 0; i < m; i++) { points[i].rotate(origin.x, origin.y, myGame.math.wrapAngle(d + (i * (360 / m))), true, i * 5); //points2[i].rotate(origin2.x, origin2.y, myGame.math.wrapAngle(d2 + (i * (360/m))), true, i * 10); //points[i].rotate(origin.x, origin.y, myGame.math.wrapAngle(d + (i * (360/m))), true, 200); points2[i].rotate(origin2.x, origin2.y, myGame.math.wrapAngle(d2 + (i * (360 / m))), true, 200); } d -= 2; d2 += 2; } function render() { // Render the shape myGame.stage.context.save(); //myGame.stage.context.globalCompositeOperation = 'xor'; myGame.stage.context.globalCompositeOperation = 'lighter'; myGame.stage.context.lineWidth = 20; for(var i = 0; i < m; i++) { myGame.stage.context.beginPath(); myGame.stage.context.strokeStyle = 'rgba(255,' + Math.round(i * (255 / m)).toString() + ',0,1)'; myGame.stage.context.moveTo(origin.x, origin.y); myGame.stage.context.lineTo(points[i].x, points[i].y); myGame.stage.context.stroke(); myGame.stage.context.closePath(); } for(var i = 0; i < m; i++) { myGame.stage.context.beginPath(); myGame.stage.context.strokeStyle = 'rgba(0,' + Math.round(i * (255 / m)).toString() + ',255,1)'; myGame.stage.context.moveTo(origin2.x, origin2.y); myGame.stage.context.lineTo(points2[i].x, points2[i].y); myGame.stage.context.stroke(); myGame.stage.context.closePath(); } myGame.stage.context.restore(); } })();