Phaser 2.0.4 test environment

Basic Phaser setup for testing

by Lewis Lane

HTML

<script src="//cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js"></script>
<div id="test"></div>

JavaScript

// Phaser 2.0.4 test environment
// Continual adjustment of velocity on input hold

var preload = function(game) {
    game.time.advancedTiming = true;
}

var create = function(game) {
    // just some boilerplate to get a sprite on the screen without assets
    this.bird = game.add.sprite(game.world.centerX - 20, 0, null);
    var birdGraphic = game.add.graphics();
    birdGraphic.beginFill(0xffffff);
    birdGraphic.drawCircle(20, 20, 20);
    this.bird.addChild(birdGraphic);
    game.physics.arcade.enable(this.bird);
    this.bird.body.setSize(40, 40);
    
    // ensure the 'bird' doesn't fall off the bottom of the screen
    this.bird.body.collideWorldBounds = true;
    
    // set our gravity
    game.physics.arcade.gravity.setTo(0, 1000);
    
    // set a maximum velocity for our 'smooth' method
    this.bird.body.maxVelocity.setTo(500, 1000)
}

var update = function(game) {
    if (game.input.activePointer.isDown) {
         // smoothly increase the upward velocity to simulate flying
         this.bird.body.velocity.y += -50;
        
         // alternatively just set the velocity for a sharper jump upwards
         // though this will probably not be the way you want to do it
        
         // this.bird.body.velocity.y = -200;
    }
}

var render = function(game) {
  game.debug.text(game.time.fps || '--', 2, 14, "#00ff00");    
}

var game = new Phaser.Game(500, 400, Phaser.AUTO, 'test', { preload: preload, create: create, update: update, render: render });