JSFiddle - React, Tailwind, and code Playground
by espace3d
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.1/phaser.min.js"></script>
JavaScript
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:preload, create: create, update : update });
function preload() {
game.load.image('circle', 'https://s3.postimg.org/bb4aql1lf/touch.png');
game.load.image('rect','https://s26.postimg.org/ci44mlog9/dalle.png')
game.load.image('player','https://s26.postimg.org/ikbrd3cw9/bullet_color.png')
}
var player=[]
var enemy
var circle
var tw_name
var tap_ready = true
var flag=true
var delay_circle_timer = 2500
var counter = -1
//tween on the circle
start_tw = (obj,tw_action,tw_name,f) => {
console.log("start")
tap_ready = true
console.log(tap_ready,"start")
f=true
tw_action(obj,tw_name)
}
// declaration of tw_action
tw_action= (obj,tw_name) =>{
obj.alpha=.5
obj.scale.setTo(1,1)
tw_name= game.add.tween(obj.scale).to({x:1.5,y:1.5},700,Phaser.Easing.Linear.None,true,delay_circle_timer,-1)
tw_name = game.add.tween(obj).to({alpha:0},700,Phaser.Easing.Linear.None,true,delay_circle_timer,-1)
tw_name.onStart.add(()=> {obj.visible=true})
}
//stop tween
stop_tw = (tw_name,f,obj) => {
if(f){
obj.visible=false
game.tweens.remove(tw_name)
f=false
}
}
//launch player and start counter
launch_player = (obj)=> {
counter++
obj[counter].body.velocity.y=-100
}
hide_player_and_start_tw = (obj) => {
obj.body.enable=false
obj.visible=false
start_tw(circle,tw_action,tw_name,flag)
}
tap = () => {
game.input.onTap.add(onTap);
function onTap(pointer, doubleTap) {
if (!doubleTap && tap_ready){
tap_ready=false
//stop the tween on the circle
stop_tw(tw_name,flag,circle)
//launch the player
launch_player(player)
//delay for reset tap_ready
game.time.events.add(500,() => {tap_ready = true})
}
}
}
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
circle=game.add.sprite(400,300,'circle')
circle.anchor.setTo(.5)
circle.inputEnabled = true
enemy = game.add.sprite(400,100,'rect')
...