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https://github.com/wassname/phaser.git
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128c7143d5
PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here. Just pushing up so I can share it with someone.
154 lines
3.1 KiB
JavaScript
154 lines
3.1 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('chunk', 'assets/sprites/chunk.png');
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game.load.image('arrow', 'assets/sprites/asteroids_ship.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
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}
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var sprite;
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var sprite2;
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var sprite3;
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var bmd;
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function create() {
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game.stage.backgroundColor = '#124184';
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bmd = game.add.bitmapData(800, 600);
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bmd.fillStyle('#ffffff');
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var bg = game.add.sprite(0, 0, bmd);
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bg.body.moves = false;
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test3();
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}
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function test3() {
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// game.physics.gravity.y = 100;
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sprite = game.add.sprite(500, 400, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(0.5, 0.5);
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sprite2 = game.add.sprite(0, 400, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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sprite3 = game.add.sprite(700, 400, 'gameboy', 3);
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sprite3.name = 'yellow';
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sprite3.body.collideWorldBounds = true;
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sprite.body.velocity.x = -300;
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game.input.onDown.add(launch3, this);
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}
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function launch3() {
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sprite.body.velocity.x *= 10;
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}
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function test2() {
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// game.physics.gravity.y = 100;
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sprite = game.add.sprite(700, 400, 'ball');
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sprite.name = 'sprite1';
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(0.8, 0.8);
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sprite2 = game.add.sprite(100, 400, 'ball');
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sprite2.name = 'sprite2';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.bounce.setTo(0.8, 0.8);
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sprite2.body.immovable = true;
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// sprite.body.velocity.x = -225;
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// sprite2.body.velocity.x = 225;
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game.input.onDown.addOnce(launch2, this);
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}
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function launch2() {
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sprite.body.velocity.x = -225;
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sprite2.body.velocity.x = 225;
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}
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function test1() {
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// game.physics.gravity.y = 100;
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sprite = game.add.sprite(100, 400, 'ball');
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sprite.name = 'sprite1';
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(0.8, 0.8);
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sprite2 = game.add.sprite(700, 400, 'ball');
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sprite2.name = 'sprite2';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.bounce.setTo(0.8, 0.8);
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game.input.onDown.add(launch1, this);
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}
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function launch1() {
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sprite.body.velocity.x = 225;
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// sprite2.body.velocity.x = -225;
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}
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function update() {
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// game.physics.collide(sprite, sprite2);
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// game.physics.collide(sprite2, sprite3);
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game.physics.collideArray(sprite, [sprite2, sprite3]);
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// sprite.rotation = sprite.body.angle;
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if (sprite)
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{
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bmd.fillStyle('#ffff00');
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bmd.fillRect(sprite.body.center.x, sprite.body.center.y, 2, 2);
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}
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if (sprite2)
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{
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bmd.fillStyle('#ff00ff');
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bmd.fillRect(sprite2.body.center.x, sprite2.body.center.y, 2, 2);
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}
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}
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function render() {
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if (sprite)
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{
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game.debug.renderBodyInfo(sprite, 16, 24);
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game.debug.renderText(sprite.name + ' x: ' + sprite.x, 16, 500);
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}
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if (sprite2)
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{
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game.debug.renderBodyInfo(sprite2, 16, 190);
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game.debug.renderText(sprite2.name + ' x: ' + sprite2.x, 400, 500);
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}
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}
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