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
// 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 () {
var bmd = game.add.bitmapData(32, 32);
bmd.ctx.rect(0, 0, 32, 32);
bmd.ctx.fillStyle = "#0f0";
bmd.ctx.fill();
// how much we want to 'jiggle' by
this.jiggleAmount = 50;
// example 1: 'jiggle' left and right with a tween
this.jiggle1 = game.add.sprite(game.world.centerX - this.jiggleAmount, game.world.centerY - 36, bmd);
this.jiggle1.anchor.set(0.5);
game.add.tween(this.jiggle1).to({
x: game.world.centerX + this.jiggleAmount
}, 100, Phaser.Easing.Linear.None, true, 0, Infinity, true);
// example 2: 'jiggle' the position instantly by random amounts
this.jiggle2 = game.add.sprite(game.world.centerX - this.jiggleAmount, game.world.centerY, bmd);
this.jiggle2.anchor.set(0.5);
// continued in update function...
// example 3: 'jiggle' the position via a tween by random amounts
this.jiggle3 = game.add.sprite(game.world.centerX, game.world.centerY + 36, bmd);
this.jiggle3.anchor.set(0.5);
var self = this;
function jiggle3() {
var jiggle3Tween = game.add.tween(self.jiggle3).to({
x: game.world.centerX + game.rnd.integerInRange(-self.jiggleAmount, self.jiggleAmount)
}, 100, Phaser.Easing.Quadratic.InOut, true);
jiggle3Tween.onComplete.add(jiggle3, self);
}
jiggle3();
},
update: function () {
// update the x position of the second square each frame
this.jiggle2.x = game.world.centerX + game.rnd.integerInRange(-this.jiggleAmount, this.jiggleAmount);
},
render: function () {
game.debug.text(game.time.fps || '--', 2, 14, "#00ff00");
...