Phaser current version test environment
Basic Phaser setup for testing
by Lewis Lane
HTML
<script src="//cdnjs.cloudflare.com/ajax/libs/phaser/2.1.0/phaser.min.js"></script>
<div id="test"></div>
JavaScript
// Phaser current version test environment
// Arcade Physics metrics
var game = new Phaser.Game(600, 400, Phaser.AUTO, 'test');
var BasicGame = function(game) {};
BasicGame.Boot = function (game) {};
var group, player, box;
BasicGame.Boot.prototype =
{
preload: function() {
game.time.advancedTiming = true;
},
create: function()
{
game.physics.arcade.gravity.setTo(0, 900);
group = game.add.group();
group.enableBody = true;
var playerbmd = game.add.bitmapData(32, 48);
playerbmd.rect(0, 0, 32, 48, "#0f0");
var boxbmd = game.add.bitmapData(32, 32);
boxbmd.rect(0, 0, 32, 32, '#999');
boxbmd.rect(4, 4, 4, 4, '#666');
boxbmd.rect(24, 4, 4, 4, '#666');
boxbmd.rect(4, 24, 4, 4, '#666');
boxbmd.rect(24, 24, 4, 4, '#666');
player = game.add.sprite(game.world.centerX, game.world.centerY, playerbmd);
game.physics.arcade.enable(player);
player.anchor.set(0.5);
player.body.collideWorldBounds = true;
var box;
for (var i = 0; i < 50; i++) {
box = game.add.sprite(game.world.randomX, game.world.randomY, boxbmd, 0, group);
game.physics.arcade.enable(box);
box.anchor.set(0.5);
box.body.collideWorldBounds = true;
box.body.bounce.set(0.2);
}
this.cursors = game.input.keyboard.createCursorKeys();
var space = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
space.onDown.add(function() {
if (player.carrying) {
this.dropObject();
return;
}
var selected;
group.forEachAlive(function(obj) {
var distance = Phaser.Math.distance(player.x, player.y, obj.x, obj.y);
if (
(
(player.facing === Phaser.LEFT && obj.x < player.x) ||
...