Phaser current version test environment

Basic Phaser setup for testing

by Dread Knight

HTML

<script src="https://rawgit.com/photonstorm/phaser/master/build/phaser.min.js"></script>
<div id="test"></div>

JavaScript

// Phaser current version test environment
// Falling, regenerating platforms

var game = new Phaser.Game(600, 400, Phaser.AUTO, 'test');

var BasicGame = function (game) {};

BasicGame.Boot = function (game) {};

var group, player, platform1, platform2;

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, 32);
        playerbmd.ctx.rect(0, 0, 32, 32);
        playerbmd.ctx.fillStyle = "#0f0";
        playerbmd.ctx.fill();

        var platformbmd = game.add.bitmapData(80, 16);
        platformbmd.ctx.rect(0, 0, 80, 16);
        platformbmd.ctx.fillStyle = "#fff";
        platformbmd.ctx.fill();

        player = game.add.sprite(game.world.centerX - 100, game.world.centerY, playerbmd);
        game.physics.arcade.enable(player);
        player.anchor.set(0.5);
        player.body.collideWorldBounds = true;

        var platform1 = new Platform(game, game.world.centerX - 50, game.world.centerY + 50, platformbmd);
        group.add(platform1);

        var platform2 = new Platform(game, game.world.centerX + 50, game.world.centerY + 50, platformbmd);
        group.add(platform2);

        this.cursors = game.input.keyboard.createCursorKeys();

    },
    update: function () {
        var self = this;

        player.body.velocity.x = 0;

        if (this.cursors.left.isDown) {
            player.body.velocity.x = -150;
        } else if (this.cursors.right.isDown) {
            player.body.velocity.x = 150;
        }

        game.physics.arcade.collide(player, group, function (p, platform) {
            if (!platform.falling) {
                platform.fall();
            }
        });

        if ((player.body.blocked.down || player.body.touching.down) && self.cursors.up.isDown) {
            player.body.velocity.y = -600;
...