Phaser current version test environment

Basic Phaser setup for testing

by shohan4556

HTML

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

JavaScript

// Phaser current version test environment
// Collision increases points by one

var game = new Phaser.Game(500, 400, Phaser.AUTO, 'test');

var BasicGame = function(game) {};

BasicGame.Boot = function (game) {
    // nothing here
};

var score = 0, player, leftwall, rightwall;

BasicGame.Boot.prototype = 
{
    preload: function() {
      game.time.advancedTiming = true;
    },
	create: function() 
	{
        // Create a player graphic
        var playerbmp = game.add.bitmapData(48, 32);
        playerbmp.ctx.fillStyle = "#0f0";
        playerbmp.ctx.rect(0, 0, 32, 32);
        playerbmp.ctx.rect(32, 8, 16, 16);
        playerbmp.ctx.fill();
        
        // Add graphic to a sprite
        player = game.add.sprite(game.world.centerX, game.world.centerY, playerbmp);
        
        // Center the texture
        player.anchor.set(0.5);
        
        // Create wall graphics
        var wallbmp = game.add.bitmapData(16, 400);
        wallbmp.ctx.fillStyle = "#ff0";
        wallbmp.ctx.rect(0, 0, 16, 400);
        wallbmp.ctx.fill();
        
        // Add our two wall sprites
        leftwall = game.add.sprite(0, 0, wallbmp);
        rightwall = game.add.sprite(game.world.width - wallbmp.width, 0, wallbmp);
        
        // Enable physics on the player and walls
        game.physics.arcade.enable([player, leftwall, rightwall]);
        
        // Ensure the walls don't move when hit
        leftwall.body.immovable = true;
        rightwall.body.immovable = true;
        
        // Stop the player going off the edge of the screen
        player.body.collideWorldBounds = true;
        
        // Make sure the player bounces perfectly on the x axis
        player.body.bounce.x = 1;
        
        // Add some gravity
        player.body.gravity.setTo(0, 500);
        
        // Make it so clicking/tapping causes the player to jump/flap
        game.input.onDown.add(function() {
           player.body.velocity.y = -300; 
        });
        
        //...