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;
...