Phaser current version test environment

Basic Phaser setup for testing

by Lewis Lane

HTML

<script src="http://examples.phaser.io/_site/js/phaser.js"></script>
<div id="test"></div>

JavaScript

// Phaser current version test environment
// Pushable, stackable objects

var game = new Phaser.Game(500, 400, Phaser.AUTO, 'test');

var BasicGame = function(game) {};

BasicGame.Boot = function (game) {
    // nothing here
};

BasicGame.Boot.prototype = 
{
    preload: function() {
      game.time.advancedTiming = true;
    },
	create: function() 
	{
        // generate a background
        var checkerboard = game.add.bitmapData(64, 64);
        checkerboard.ctx.fillStyle = 'rgb(40,40,40)';
        checkerboard.ctx.fillRect(0, 0, 32, 32);
        checkerboard.ctx.fillRect(32, 32, 32, 32);
        
        var bg = game.add.tileSprite(0, 0, game.world.width, game.world.height, checkerboard);
        
        // add our player
        this.square = game.add.sprite(game.world.centerX, game.world.centerY);
        this.square.speed = 100;
        var squareGraphics = game.add.graphics();
        squareGraphics.beginFill(0xffffff);
        squareGraphics.drawCircle(0, 0, 16);
        this.square.addChild(squareGraphics);
        
        this.game.physics.enable(this.square, Phaser.Physics.ARCADE);
        this.square.body.gravity.y = 600;
        this.square.body.setSize(32, 32, -16, -16);
        this.square.budge = 0;
        this.square.body.collideWorldBounds = true;
        
        this.cursors = game.input.keyboard.createCursorKeys();

        // create something for the action to happen on top of (oo-er!)
        this.ground = game.add.sprite(0, game.world.height - 32);
        var groundGraphics = game.add.graphics();
        groundGraphics.beginFill(0x999999);
        groundGraphics.drawRect(0, 0, game.world.width, 32);
        this.ground.addChild(groundGraphics);
        
        game.physics.enable(this.ground, Phaser.Physics.ARCADE);
        this.ground.body.immovable = true;
        this.ground.body.setSize(game.world.width, 32, 0, 0);
        
        // set up our 'crates'
        this.crates = game.add.group();
        this.crates.enableBody =...