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
// Discreet rather than continuous movement
var game = new Phaser.Game(500, 400, Phaser.AUTO, 'test');
var BasicGame = function(game) {};
BasicGame.Boot = function (game) {
// nothing here
};
var emitter;
BasicGame.Boot.prototype =
{
preload: function() {
game.time.advancedTiming = true;
},
create: function()
{
// create our 'player' (a circle)
this.circle = game.add.graphics();
this.circle.beginFill(0xffffff);
this.circle.drawCircle(-10, -10, 20);
this.circle.x = game.world.centerX;
this.circle.y = game.world.centerY;
// set up the cursor keys
this.cursors = game.input.keyboard.createCursorKeys();
// up key
this.cursors.up.onDown.add(function() {
this.moveCircle(0, -1);
}, this);
// down key
this.cursors.down.onDown.add(function() {
this.moveCircle(0, 1);
}, this);
// left key
this.cursors.left.onDown.add(function() {
this.moveCircle(-1, 0);
}, this);
// right key
this.cursors.right.onDown.add(function() {
this.moveCircle(1, 0);
}, this);
},
update: function()
{
},
render: function()
{
game.debug.text(game.time.fps || '--', 2, 14, "#00ff00");
game.debug.text(Phaser.VERSION, game.world.width - 55, 14, "#ffff00");
},
// Here is where the magic happens. 'delta' in this situation means 'difference' - this is used to multiply the distance variable below, so a deltaX of -1 will add -40 to the object's x coordinate, moving it left by 40 pixels.
moveCircle: function(deltaX, deltaY) {
var distance = 40;
// ensure deltaX and deltaY are 0 if not provided
deltaX = deltaX || 0;
deltaY = deltaY || 0;
// create a tween which moves the circle over half...