Added phaser build and hellophaser sample
50
resources/Project Templates/Basic/Boot.js
Normal file
@@ -0,0 +1,50 @@
|
||||
var BasicGame = {};
|
||||
|
||||
BasicGame.Boot = function (game) {
|
||||
|
||||
};
|
||||
|
||||
BasicGame.Boot.prototype = {
|
||||
|
||||
preload: function () {
|
||||
|
||||
// Here we load the assets required for our preloader (in this case a background and a loading bar)
|
||||
this.load.image('preloaderBackground', 'images/preloader_background.jpg');
|
||||
this.load.image('preloaderBar', 'images/preloadr_bar.png');
|
||||
|
||||
},
|
||||
|
||||
create: function () {
|
||||
|
||||
// Unless you specifically know your game needs to support multi-touch I would recommend setting this to 1
|
||||
this.input.maxPointers = 1;
|
||||
|
||||
// Phaser will automatically pause if the browser tab the game is in loses focus. You can disable that here:
|
||||
this.stage.disableVisibilityChange = true;
|
||||
|
||||
if (this.game.device.desktop)
|
||||
{
|
||||
// If you have any desktop specific settings, they can go in here
|
||||
this.scale.pageAlignHorizontally = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Same goes for mobile settings.
|
||||
// In this case we're saying "scale the game, no lower than 480x260 and no higher than 1024x768"
|
||||
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
|
||||
this.scale.minWidth = 480;
|
||||
this.scale.minHeight = 260;
|
||||
this.scale.maxWidth = 1024;
|
||||
this.scale.maxHeight = 768;
|
||||
this.scale.forceLandscape = true;
|
||||
this.scale.pageAlignHorizontally = true;
|
||||
this.scale.setScreenSize(true);
|
||||
}
|
||||
|
||||
// By this point the preloader assets have loaded to the cache, we've set the game settings
|
||||
// So now let's start the real preloader going
|
||||
this.state.start('Preloader');
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
52
resources/Project Templates/Basic/Game.js
Normal file
@@ -0,0 +1,52 @@
|
||||
|
||||
BasicGame.Game = function (game) {
|
||||
|
||||
// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
|
||||
|
||||
this.game; // a reference to the currently running game
|
||||
this.add; // used to add sprites, text, groups, etc
|
||||
this.camera; // a reference to the game camera
|
||||
this.cache; // the game cache
|
||||
this.input; // the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it)
|
||||
this.load; // for preloading assets
|
||||
this.math; // lots of useful common math operations
|
||||
this.sound; // the sound manager - add a sound, play one, set-up markers, etc
|
||||
this.stage; // the game stage
|
||||
this.time; // the clock
|
||||
this.tweens; // the tween manager
|
||||
this.state; // the state manager
|
||||
this.world; // the game world
|
||||
this.particles; // the particle manager
|
||||
this.physics; // the physics manager
|
||||
this.rnd; // the repeatable random number generator
|
||||
|
||||
// You can use any of these from any function within this State.
|
||||
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.
|
||||
|
||||
};
|
||||
|
||||
BasicGame.Game.prototype = {
|
||||
|
||||
create: function () {
|
||||
|
||||
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
|
||||
|
||||
},
|
||||
|
||||
quitGame: function (pointer) {
|
||||
|
||||
// Here you should destroy anything you no longer need.
|
||||
// Stop music, delete sprites, purge caches, free resources, all that good stuff.
|
||||
|
||||
// Then let's go back to the main menu.
|
||||
this.state.start('MainMenu');
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
42
resources/Project Templates/Basic/MainMenu.js
Normal file
@@ -0,0 +1,42 @@
|
||||
|
||||
BasicGame.MainMenu = function (game) {
|
||||
|
||||
this.music = null;
|
||||
this.playButton = null;
|
||||
|
||||
};
|
||||
|
||||
BasicGame.MainMenu.prototype = {
|
||||
|
||||
create: function () {
|
||||
|
||||
// We've already preloaded our assets, so let's kick right into the Main Menu itself.
|
||||
// Here all we're doing is playing some music and adding a picture and button
|
||||
// Naturally I expect you to do something significantly better :)
|
||||
|
||||
this.music = this.add.audio('titleMusic');
|
||||
this.music.play();
|
||||
|
||||
this.add.sprite(0, 0, 'titlepage');
|
||||
|
||||
this.playButton = this.add.button(400, 600, 'playButton', this.startGame, this, 'buttonOver', 'buttonOut', 'buttonOver');
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
// Do some nice funky main menu effect here
|
||||
|
||||
},
|
||||
|
||||
startGame: function (pointer) {
|
||||
|
||||
// Ok, the Play Button has been clicked or touched, so let's stop the music (otherwise it'll carry on playing)
|
||||
this.music.stop();
|
||||
|
||||
// And start the actual game
|
||||
this.state.start('Game');
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
61
resources/Project Templates/Basic/Preloader.js
Normal file
@@ -0,0 +1,61 @@
|
||||
|
||||
BasicGame.Preloader = function (game) {
|
||||
|
||||
this.background = null;
|
||||
this.preloadBar = null;
|
||||
|
||||
this.ready = false;
|
||||
|
||||
};
|
||||
|
||||
BasicGame.Preloader.prototype = {
|
||||
|
||||
preload: function () {
|
||||
|
||||
// These are the assets we loaded in Boot.js
|
||||
// A nice sparkly background and a loading progress bar
|
||||
this.background = this.add.sprite(0, 0, 'preloaderBackground');
|
||||
this.preloadBar = this.add.sprite(300, 400, 'preloaderBar');
|
||||
|
||||
// This sets the preloadBar sprite as a loader sprite.
|
||||
// What that does is automatically crop the sprite from 0 to full-width
|
||||
// as the files below are loaded in.
|
||||
this.load.setPreloadSprite(this.preloadBar);
|
||||
|
||||
// Here we load the rest of the assets our game needs.
|
||||
// As this is just a Project Template I've not provided these assets, swap them for your own.
|
||||
this.load.image('titlepage', 'images/title.jpg');
|
||||
this.load.atlas('playButton', 'images/play_button.png', 'images/play_button.json');
|
||||
this.load.audio('titleMusic', ['audio/main_menu.mp3']);
|
||||
this.load.bitmapFont('caslon', 'fonts/caslon.png', 'fonts/caslon.xml');
|
||||
// + lots of other required assets here
|
||||
|
||||
},
|
||||
|
||||
create: function () {
|
||||
|
||||
// Once the load has finished we disable the crop because we're going to sit in the update loop for a short while as the music decodes
|
||||
this.preloadBar.cropEnabled = false;
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
// You don't actually need to do this, but I find it gives a much smoother game experience.
|
||||
// Basically it will wait for our audio file to be decoded before proceeding to the MainMenu.
|
||||
// You can jump right into the menu if you want and still play the music, but you'll have a few
|
||||
// seconds of delay while the mp3 decodes - so if you need your music to be in-sync with your menu
|
||||
// it's best to wait for it to decode here first, then carry on.
|
||||
|
||||
// If you don't have any music in your game then put the game.state.start line into the create function and delete
|
||||
// the update function completely.
|
||||
|
||||
if (this.cache.isSoundDecoded('titleMusic') && this.ready == false)
|
||||
{
|
||||
this.ready = true;
|
||||
this.state.start('MainMenu');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
39
resources/Project Templates/Basic/index.html
Normal file
@@ -0,0 +1,39 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<title>Phaser Basic Project Template</title>
|
||||
<script src="phaser.min.js"></script>
|
||||
<script src="Boot.js"></script>
|
||||
<script src="Preloader.js"></script>
|
||||
<script src="MainMenu.js"></script>
|
||||
<script src="Game.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="gameContainer"></div>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
window.onload = function() {
|
||||
|
||||
// Create your Phaser game and inject it into the gameContainer div.
|
||||
// We did it in a window.onload event, but you can do it anywhere (requireJS load, anonymous function, jQuery dom ready, - whatever floats your boat)
|
||||
var game = new Phaser.Game(1024, 768, Phaser.AUTO, 'gameContainer');
|
||||
|
||||
// Add the States your game has.
|
||||
// You don't have to do this in the html, it could be done in your Boot state too, but for simplicity I'll keep it here.
|
||||
game.state.add('Boot', BasicGame.Boot);
|
||||
game.state.add('Preloader', BasicGame.Preloader);
|
||||
game.state.add('MainMenu', BasicGame.MainMenu);
|
||||
game.state.add('Game', BasicGame.Game);
|
||||
|
||||
// Now start the Boot state.
|
||||
game.state.start('Boot');
|
||||
|
||||
};
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
After Width: | Height: | Size: 5.8 KiB |
@@ -0,0 +1,19 @@
|
||||
body {
|
||||
margin: 0px 0px 1px 0px; /* the extra 1px allows the iOS inner/outer check to work */
|
||||
background: #000;
|
||||
}
|
||||
|
||||
#orientation {
|
||||
margin: 0 auto;
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background-image: url(../images/orientation.jpg);
|
||||
background-repeat: no-repeat;
|
||||
background-position: center;
|
||||
background-color: rgb(0, 0, 0);
|
||||
z-index: 999;
|
||||
display: none;
|
||||
}
|
||||
|
After Width: | Height: | Size: 72 KiB |
|
After Width: | Height: | Size: 4.3 KiB |
|
After Width: | Height: | Size: 4.6 KiB |
|
After Width: | Height: | Size: 5.8 KiB |
|
After Width: | Height: | Size: 6.3 KiB |
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 30 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 2.3 KiB |
|
After Width: | Height: | Size: 2.4 KiB |
|
After Width: | Height: | Size: 7.6 KiB |
72
resources/Project Templates/Full Screen Mobile/index.html
Normal file
@@ -0,0 +1,72 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>Phaser Full Screen Mobile Example</title>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="X-UA-Compatible" content="chrome=1, IE=9">
|
||||
<meta name="format-detection" content="telephone=no">
|
||||
<meta name="HandheldFriendly" content="true" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes">
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="black">
|
||||
<meta name="format-detection" content="telephone=no">
|
||||
<meta name="HandheldFriendly" content="true" />
|
||||
<meta name="robots" content="noindex,nofollow" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes" />
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="black" />
|
||||
<meta name="apple-mobile-web-app-title" content="Phaser App">
|
||||
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" />
|
||||
<link rel="apple-touch-icon" href="/apple-touch-icon.png">
|
||||
<!-- non-retina iPhone pre iOS 7 -->
|
||||
<link rel="apple-touch-icon" sizes="57x57" href="icons/app_icon_57x57.png">
|
||||
<link rel="apple-touch-icon" sizes="60x60" href="icons/app_icon_60x60.png">
|
||||
<!-- non-retina iPad pre iOS 7 -->
|
||||
<link rel="apple-touch-icon" sizes="72x72" href="icons/app_icon_72x72.png">
|
||||
<!-- non-retina iPad iOS 7 -->
|
||||
<link rel="apple-touch-icon" sizes="76x76" href="icons/app_icon_76x76.png">
|
||||
<!-- retina iPhone pre iOS 7 -->
|
||||
<link rel="apple-touch-icon" sizes="114x114" href="icons/app_icon_114x114.png">
|
||||
<!-- retina iPhone iOS 7 -->
|
||||
<link rel="apple-touch-icon" sizes="120x120" href="icons/app_icon_120x120.png">
|
||||
<!-- retina iPad pre iOS 7 -->
|
||||
<link rel="apple-touch-icon" sizes="144x144" href="icons/app_icon_144x144.png">
|
||||
<!-- retina iPad iOS 7 -->
|
||||
<link rel="apple-touch-icon" sizes="152x152" href="icons/app_icon_152x152.png">
|
||||
<link rel="apple-touch-icon" sizes="256x256" href="icons/app_icon_256x256.png">
|
||||
<link rel="apple-touch-icon" sizes="512x512" href="icons/app_icon_512x512.png">
|
||||
<link rel="apple-touch-icon" sizes="1024x1024" href="icons/app_icon_1024x1024.png">
|
||||
<link rel="stylesheet" href="css/stylesheet.css" type="text/css" charset="utf-8" />
|
||||
<script src="js/phaser.min.js"></script>
|
||||
<script src="src/Boot.js"></script>
|
||||
<script src="src/Preloader.js"></script>
|
||||
<script src="src/MainMenu.js"></script>
|
||||
<script src="src/Game.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="game"></div>
|
||||
<div id="orientation"></div>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
// Create your Phaser game and inject it into the game div.
|
||||
// We did it in a window.onload event, but you can do it anywhere (requireJS load, anonymous function, jQuery dom ready, - whatever floats your boat)
|
||||
// We're using a game size of 1024 x 768 here, but you can use whatever you feel makes sense for your game of course.
|
||||
var game = new Phaser.Game(1024, 768, Phaser.AUTO, 'game');
|
||||
|
||||
// Add the States your game has.
|
||||
// You don't have to do this in the html, it could be done in your Boot state too, but for simplicity I'll keep it here.
|
||||
game.state.add('Boot', BasicGame.Boot);
|
||||
game.state.add('Preloader', BasicGame.Preloader);
|
||||
game.state.add('MainMenu', BasicGame.MainMenu);
|
||||
game.state.add('Game', BasicGame.Game);
|
||||
|
||||
// Now start the Boot state.
|
||||
game.state.start('Boot');
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
86
resources/Project Templates/Full Screen Mobile/src/Boot.js
Normal file
@@ -0,0 +1,86 @@
|
||||
BasicGame = {
|
||||
|
||||
/* Here we've just got some global level vars that persist regardless of State swaps */
|
||||
score: 0,
|
||||
|
||||
/* If the music in your game needs to play through-out a few State swaps, then you could reference it here */
|
||||
music: null,
|
||||
|
||||
/* Your game can check BasicGame.orientated in internal loops to know if it should pause or not */
|
||||
orientated: false
|
||||
|
||||
};
|
||||
|
||||
BasicGame.Boot = function (game) {
|
||||
};
|
||||
|
||||
BasicGame.Boot.prototype = {
|
||||
|
||||
preload: function () {
|
||||
|
||||
// Here we load the assets required for our preloader (in this case a background and a loading bar)
|
||||
this.load.image('preloaderBackground', 'images/preloader_background.jpg');
|
||||
this.load.image('preloaderBar', 'images/preloadr_bar.png');
|
||||
|
||||
},
|
||||
|
||||
create: function () {
|
||||
|
||||
this.input.maxPointers = 1;
|
||||
this.stage.disableVisibilityChange = true;
|
||||
|
||||
if (this.game.device.desktop)
|
||||
{
|
||||
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
|
||||
this.scale.minWidth = 480;
|
||||
this.scale.minHeight = 260;
|
||||
this.scale.maxWidth = 1024;
|
||||
this.scale.maxHeight = 768;
|
||||
this.scale.pageAlignHorizontally = true;
|
||||
this.scale.pageAlignVertically = true;
|
||||
this.scale.setScreenSize(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
|
||||
this.scale.minWidth = 480;
|
||||
this.scale.minHeight = 260;
|
||||
this.scale.maxWidth = 1024;
|
||||
this.scale.maxHeight = 768;
|
||||
this.scale.pageAlignHorizontally = true;
|
||||
this.scale.pageAlignVertically = true;
|
||||
this.scale.forceOrientation(true, false);
|
||||
this.scale.hasResized.add(this.gameResized, this);
|
||||
this.scale.enterIncorrectOrientation.add(this.enterIncorrectOrientation, this);
|
||||
this.scale.leaveIncorrectOrientation.add(this.leaveIncorrectOrientation, this);
|
||||
this.scale.setScreenSize(true);
|
||||
}
|
||||
|
||||
this.state.start('Preloader');
|
||||
|
||||
},
|
||||
|
||||
gameResized: function (width, height) {
|
||||
|
||||
// This could be handy if you need to do any extra processing if the game resizes.
|
||||
// A resize could happen if for example swapping orientation on a device.
|
||||
|
||||
},
|
||||
|
||||
enterIncorrectOrientation: function () {
|
||||
|
||||
BasicGame.orientated = false;
|
||||
|
||||
document.getElementById('orientation').style.display = 'block';
|
||||
|
||||
},
|
||||
|
||||
leaveIncorrectOrientation: function () {
|
||||
|
||||
BasicGame.orientated = true;
|
||||
|
||||
document.getElementById('orientation').style.display = 'none';
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
51
resources/Project Templates/Full Screen Mobile/src/Game.js
Normal file
@@ -0,0 +1,51 @@
|
||||
|
||||
BasicGame.Game = function (game) {
|
||||
|
||||
// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
|
||||
|
||||
this.game; // a reference to the currently running game
|
||||
this.add; // used to add sprites, text, groups, etc
|
||||
this.camera; // a reference to the game camera
|
||||
this.cache; // the game cache
|
||||
this.input; // the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it)
|
||||
this.load; // for preloading assets
|
||||
this.math; // lots of useful common math operations
|
||||
this.sound; // the sound manager - add a sound, play one, set-up markers, etc
|
||||
this.stage; // the game stage
|
||||
this.time; // the clock
|
||||
this.tweens; // the tween manager
|
||||
this.world; // the game world
|
||||
this.particles; // the particle manager
|
||||
this.physics; // the physics manager
|
||||
this.rnd; // the repeatable random number generator
|
||||
|
||||
// You can use any of these from any function within this State.
|
||||
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.
|
||||
|
||||
};
|
||||
|
||||
BasicGame.Game.prototype = {
|
||||
|
||||
create: function () {
|
||||
|
||||
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
|
||||
|
||||
},
|
||||
|
||||
quitGame: function (pointer) {
|
||||
|
||||
// Here you should destroy anything you no longer need.
|
||||
// Stop music, delete sprites, purge caches, free resources, all that good stuff.
|
||||
|
||||
// Then let's go back to the main menu.
|
||||
this.state.start('MainMenu');
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
@@ -0,0 +1,42 @@
|
||||
|
||||
BasicGame.MainMenu = function (game) {
|
||||
|
||||
this.music = null;
|
||||
this.playButton = null;
|
||||
|
||||
};
|
||||
|
||||
BasicGame.MainMenu.prototype = {
|
||||
|
||||
create: function () {
|
||||
|
||||
// We've already preloaded our assets, so let's kick right into the Main Menu itself.
|
||||
// Here all we're doing is playing some music and adding a picture and button
|
||||
// Naturally I expect you to do something significantly better :)
|
||||
|
||||
this.music = this.add.audio('titleMusic');
|
||||
this.music.play();
|
||||
|
||||
this.add.sprite(0, 0, 'titlepage');
|
||||
|
||||
this.playButton = this.add.button(400, 600, 'playButton', this.startGame, this, 'buttonOver', 'buttonOut', 'buttonOver');
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
// Do some nice funky main menu effect here
|
||||
|
||||
},
|
||||
|
||||
startGame: function (pointer) {
|
||||
|
||||
// Ok, the Play Button has been clicked or touched, so let's stop the music (otherwise it'll carry on playing)
|
||||
this.music.stop();
|
||||
|
||||
// And start the actual game
|
||||
this.state.start('Game');
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
@@ -0,0 +1,61 @@
|
||||
|
||||
BasicGame.Preloader = function (game) {
|
||||
|
||||
this.background = null;
|
||||
this.preloadBar = null;
|
||||
|
||||
this.ready = false;
|
||||
|
||||
};
|
||||
|
||||
BasicGame.Preloader.prototype = {
|
||||
|
||||
preload: function () {
|
||||
|
||||
// These are the assets we loaded in Boot.js
|
||||
// A nice sparkly background and a loading progress bar
|
||||
this.background = this.add.sprite(0, 0, 'preloaderBackground');
|
||||
this.preloadBar = this.add.sprite(300, 400, 'preloaderBar');
|
||||
|
||||
// This sets the preloadBar sprite as a loader sprite.
|
||||
// What that does is automatically crop the sprite from 0 to full-width
|
||||
// as the files below are loaded in.
|
||||
this.load.setPreloadSprite(this.preloadBar);
|
||||
|
||||
// Here we load the rest of the assets our game needs.
|
||||
// As this is just a Project Template I've not provided these assets, the lines below won't work as the files themselves will 404, they are just an example of use.
|
||||
this.load.image('titlepage', 'images/title.jpg');
|
||||
this.load.atlas('playButton', 'images/play_button.png', 'images/play_button.json');
|
||||
this.load.audio('titleMusic', ['audio/main_menu.mp3']);
|
||||
this.load.bitmapFont('caslon', 'fonts/caslon.png', 'fonts/caslon.xml');
|
||||
// + lots of other required assets here
|
||||
|
||||
},
|
||||
|
||||
create: function () {
|
||||
|
||||
// Once the load has finished we disable the crop because we're going to sit in the update loop for a short while as the music decodes
|
||||
this.preloadBar.cropEnabled = false;
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
// You don't actually need to do this, but I find it gives a much smoother game experience.
|
||||
// Basically it will wait for our audio file to be decoded before proceeding to the MainMenu.
|
||||
// You can jump right into the menu if you want and still play the music, but you'll have a few
|
||||
// seconds of delay while the mp3 decodes - so if you need your music to be in-sync with your menu
|
||||
// it's best to wait for it to decode here first, then carry on.
|
||||
|
||||
// If you don't have any music in your game then put the game.state.start line into the create function and delete
|
||||
// the update function completely.
|
||||
|
||||
if (this.cache.isSoundDecoded('titleMusic') && this.ready == false)
|
||||
{
|
||||
this.ready = true;
|
||||
this.state.start('MainMenu');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
3
resources/Project Templates/RequireJS/.bowerrc
Normal file
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"directory": "src/libs"
|
||||
}
|
||||
19
resources/Project Templates/RequireJS/README.md
Normal file
@@ -0,0 +1,19 @@
|
||||
|
||||
# Phaser-RequireJS
|
||||
|
||||
Boilerplate project that combines [Phaser](http://phaser.io) with [RequireJS](http://requirejs.org).
|
||||
|
||||
## Structure
|
||||
|
||||
The *Hello World* game is found in `www`. The `www` directory will need a `bower install`. Bower dependencies are configured to install into `www/src/libs`.
|
||||
|
||||
## NOTE
|
||||
|
||||
I haven't yet fully decided whether RequireJS is the right way of modularising a Phaser game.
|
||||
|
||||
|
||||
## Change Log
|
||||
|
||||
### Version 0.1.0
|
||||
|
||||
- Initial project.
|
||||
BIN
resources/Project Templates/RequireJS/assets/phaser.png
Normal file
|
After Width: | Height: | Size: 176 KiB |
20
resources/Project Templates/RequireJS/bower.json
Normal file
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"name": "Phaser-RequireJS",
|
||||
"version": "0.1.0",
|
||||
"description": "Phaser Hello World with RequireJS",
|
||||
|
||||
"authors": [
|
||||
"ashatch <andrew@andrewhatch.net>"
|
||||
],
|
||||
|
||||
"license": "MIT",
|
||||
|
||||
"dependencies": {
|
||||
"requirejs": "latest",
|
||||
"phaser": "latest"
|
||||
},
|
||||
|
||||
"ignore": [
|
||||
"src/libs"
|
||||
]
|
||||
}
|
||||
10
resources/Project Templates/RequireJS/index.html
Normal file
@@ -0,0 +1,10 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<title>hello phaser-requirejs</title>
|
||||
<script data-main="src/main" src="src/libs/requirejs/require.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
</body>
|
||||
</html>
|
||||
31
resources/Project Templates/RequireJS/src/game.js
Normal file
@@ -0,0 +1,31 @@
|
||||
define([
|
||||
'phaser'
|
||||
], function (Phaser) {
|
||||
'use strict';
|
||||
|
||||
function Game() {
|
||||
console.log('Making the Game');
|
||||
}
|
||||
|
||||
Game.prototype = {
|
||||
constructor: Game,
|
||||
|
||||
start: function() {
|
||||
this.game = new Phaser.Game(800, 600, Phaser.AUTO, '', {
|
||||
preload: this.preload,
|
||||
create: this.create
|
||||
});
|
||||
},
|
||||
|
||||
preload: function() {
|
||||
this.game.load.image('logo', 'assets/phaser.png');
|
||||
},
|
||||
|
||||
create: function() {
|
||||
var logo = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY, 'logo');
|
||||
logo.anchor.setTo(0.5, 0.5);
|
||||
}
|
||||
};
|
||||
|
||||
return Game;
|
||||
});
|
||||
22
resources/Project Templates/RequireJS/src/main.js
Normal file
@@ -0,0 +1,22 @@
|
||||
(function () {
|
||||
'use strict';
|
||||
|
||||
requirejs.config({
|
||||
baseUrl: "src/",
|
||||
|
||||
paths: {
|
||||
phaser: 'libs/phaser/phaser.min',
|
||||
},
|
||||
|
||||
shim: {
|
||||
'phaser': {
|
||||
exports: 'Phaser'
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
require(['phaser', 'game'], function (Phaser, Game) {
|
||||
var game = new Game();
|
||||
game.start();
|
||||
});
|
||||
}());
|
||||