var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var sprite;
function preload() {
game.load.baseURL = 'http://examples.phaser.io/assets/';
game.load.crossOrigin = 'anonymous';
//load sprites
game.load.image('phaser', 'sprites/arrow.png');
game.load.image('ball', 'sprites/green_ball.png');
//load font
//game.load.bitmapFont('desyrel', 'fonts/bitmapFonts/desyrel-pink.png', 'fonts/bitmapFonts/desyrel-pink.xml');
}
var sprite;
var balls = [];
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
//game.stage.backgroundColor = '#fb007f';
sprite = game.add.sprite(400, 300, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
// Enable Arcade Physics for the sprite
game.physics.enable(sprite, Phaser.Physics.ARCADE);
// Tell it we don't want physics to manage the rotation
sprite.body.allowRotation = false;
//----
//Add text
//bmpText = game.add.bitmapText(200, 100, 'desyrel', 'dsaf', 64);
var style = { font: "bold 15px Arial", fill: "#fff", boundsAlignH: "center", boundsAlignV: "middle" };
// The Text is positioned at 0, 100
text = game.add.text(110, 130, "Landmark 1", style);
text2 = game.add.text(610, 130, "Landmark 2", style);
text3 = game.add.text(110, 530, "Landmark 3", style);
text4 = game.add.text(610, 530, "Landmark 4", style);
//Ben's code to add balls
ball = game.add.sprite(400, 300, 'ball');
ball.anchor.setTo(0.5, 0.5);
balls[0] = game.add.sprite(300, 400, 'ball');
balls[0].anchor.setTo(0.5, 0.5);
balls[0].alpha = 0.5;
balls[1] = game.add.sprite(700, 400, 'ball');
balls[1].anchor.setTo(0.5, 0.5);
//Ben's code to add landmarks
var graphics = game.add.graphics(0, 0);
graphics.lineStyle(2, 0xffd900, 1);
graphics.beginFill(0xFF0000, 1);
graphics.drawCircle(150, 100, 25);
graphics.alpha= 0.5;
var graphics2 = game.add.graphics(0, 0);
graphics.lineStyle(2, 0xffd900, 1);
graphics.beginFill(0xFF0000, 1);
graphics.drawCircle(650, 100, 25);
graphics.alpha= 0.5;
var graphics4 = game.add.graphics(0, 0);
graphics.lineStyle(2, 0xffd900, 1);
graphics.beginFill(0xFF0000, 1);
graphics.drawCircle(650, 500, 25);
graphics.alpha= 0.5;
var graphics3 = game.add.graphics(0, 0);
graphics.lineStyle(2, 0xffd900, 1);
graphics.beginFill(0xFF0000, 1);
graphics.drawCircle(150, 500, 25);
graphics.alpha= 0.5;
//Ben's code to draw initial particles!
for (i = 0; i < 100; i++) {
var x = Math.floor((Math.random() * 700) + 1);
var y = Math.floor((Math.random() * 500) + 1);
particles[i] = game.add.sprite(x, y, 'ball');
particles[i].anchor.setTo(0.5, 0.5);;
}
}
// update isn't called until 'create' has completed. If you need to process stuff before that point (i.e. while the preload is still happening)
// then create a function called loadUpdate() and use that
var count = 0;
var count_2 = 0;
var particles = [];
function update() {
sprite.rotation = game.physics.arcade.moveToPointer(sprite, 60, game.input.activePointer, 500);
//console.log(sprite.x)
//console.log(sprite.angle)
if (count <50) {
count++;
} else {
console.log(count_2);
count_2++;
count=0;
for (i = 0; i < 100; i++) {
particles[i].destroy();
particles[i].destroy();
}
for (i = 0; i < 100; i++) {
var x = Math.floor((Math.random() * 700) + 1);
var y = Math.floor((Math.random() * 500) + 1);
particles[i] = game.add.sprite(x, y, 'ball');
particles[i].anchor.setTo(0.5, 0.5);;
}
}
}
function render() {
game.debug.spriteInfo(sprite, 32, 32);
}
This Pen doesn't use any external CSS resources.