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) ||
                  ...