Phaser current version test environment

Basic Phaser setup for testing

by Lewis Lane

HTML

<script src="https://rawgit.com/photonstorm/phaser/master/build/phaser.min.js"></script>
<div id="test"></div>

JavaScript

// Phaser current version test environment
// Decelerate to pointer

var game = new Phaser.Game(600, 400, Phaser.AUTO, 'test');

var BasicGame = function(game) {};

BasicGame.Boot = function (game) {};

var circleSprite;

BasicGame.Boot.prototype = 
{
    preload: function() {
        game.time.advancedTiming = true;
    },
	create: function() 
	{
        var circle = game.add.bitmapData(32, 32);
        circle.ctx.fillStyle = "#0f0";
        circle.ctx.arc(16, 16, 16, 0, 2 * Math.PI, false);
        circle.ctx.fill();
        
        circleSprite = game.add.sprite(game.world.centerX, game.world.centerY, circle);
        circleSprite.anchor.set(0.5);
        game.physics.arcade.enable(circleSprite);
        
    },
    update: function() {
        if (game.input.activePointer.isDown)
        {
            game.physics.arcade.moveToPointer(circleSprite, 250, game.input.activePointer, 500);
        }
        else {
            game.physics.arcade.moveToXY(circleSprite, game.world.centerX, game.world.centerY, 250, 200);
        }
    },
    render: function()
    {
        game.debug.text(game.time.fps || '--', 2, 14, "#00ff00");   
    }
};

var SpeechBubble = function(game, x, y, width, text) {
    Phaser.Sprite.call(this, game, x, y);
    
    // Some sensible minimum defaults
    width = width || 27;
    var height = 18;
    
    // Set up our text and run our custom wrapping routine on it
    this.bitmapText = game.make.bitmapText(x + 12, y + 4, '8bitoperator', text, 22);
    SpeechBubble.wrapBitmapText(this.bitmapText, width);
    
    // Calculate the width and height needed for the edges
    var bounds = this.bitmapText.getLocalBounds();
    if (bounds.width + 18 > width) {
        width = bounds.width + 18;
    }
    if (bounds.height + 14 > height) {
        height = bounds.height + 14;
    }
    
    // Create all of our corners and edges
    this.borders = [
        game.make.tileSprite(x + 9, y + 9, width - 9, height - 9, 'bubble-border', 4),
       ...