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Oct 10th, 2017
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  1. var phaser_main = function () {  
  2.     var ASSET_STRING = Object.freeze({
  3.       BACKGROUND:"background",
  4.       DRAGON_CHARACTER_MESH:"dragon_character_mesh",
  5.       DRAGON_CHARACTER_TEXTURE:"dragon_character"
  6.     });
  7.    
  8.     var FILE_NAME = Object.freeze({
  9.       BACKGROUND:"/background.png",
  10.       DRAGON_CHARACTER_MESH:"/dragon_character_mesh.json",
  11.       DRAGON_CHARACTER_TEXTURE:"/dragon_character_texture.png"
  12.     });
  13.    
  14.     var PATH = Object.freeze({
  15.       ASSETS: "./assets"
  16.     });
  17.  
  18.     var dragon_characters = [];
  19.     dragon_characters.array_limit = 2;
  20.     dragon_characters.push_with_limit = function (element) {
  21.       return javascript_operation.push_with_limit(
  22.         this,
  23.         element
  24.       );
  25.     };
  26.  
  27.     this.game = new Phaser.Game(
  28.       800,
  29.       600,
  30.       Phaser.WEBGL,
  31.       "phaser",
  32.       {
  33.         create:function () {
  34.           this.stage.backgroundColor = "#F47D30";
  35.           this.add.image(0, 0, ASSET_STRING.BACKGROUND);
  36.  
  37.           var dragon_character;
  38.  
  39.           // Small dragon.
  40.           dragon_character = this.add.creature(
  41.             this.world.centerX,
  42.             this.world.centerY,
  43.             ASSET_STRING.DRAGON_CHARACTER_TEXTURE,
  44.             ASSET_STRING.DRAGON_CHARACTER_MESH
  45.           );
  46.           dragon_character.play(true); // `true` is used for looping forever.
  47.           dragon_character.scale.set(1);
  48.           console.log("==========");
  49.           console.log("after setting up scale and before setting up width and height");
  50.           console.log("scale.x = " + dragon_character.scale.x); // `1`, which is expected.
  51.           console.log("scale.y = " + dragon_character.scale.y); // `1`, which is expected.
  52.           console.log("height = " + dragon_character.height); // `undefined`, which is expected.
  53.           console.log("width = " + dragon_character.width); // `undefined`, which is expected.
  54.           console.log("==========");
  55.           dragon_character.height = dragon_character.scale.y*100;
  56.           dragon_character.width = dragon_character.scale.x*100;
  57.           console.log("==========");
  58.           console.log("after setting up scale and after setting up width and height");
  59.           console.log("scale.x = " + dragon_character.scale.x); // `0`, which is NOT expected.
  60.           console.log("scale.y = " + dragon_character.scale.y); // `4.138100158128295`, which is NOT expected.
  61.           console.log("height = " + dragon_character.height); // `100`, which is expected.
  62.           console.log("width = " + dragon_character.width); // `0`, which is expected, if the `scale.x` is indeed `0`.
  63.           console.log("==========");
  64.           dragon_characters.push_with_limit(dragon_character);
  65.  
  66.           // Larger dragon.
  67.           /*
  68.           dragon_character = this.add.creature(
  69.             this.world.centerX,
  70.             this.world.centerY,
  71.             ASSET_STRING.DRAGON_CHARACTER_TEXTURE,
  72.             ASSET_STRING.DRAGON_CHARACTER_MESH
  73.           );
  74.           dragon_character.play(true); // `true` is used for looping forever.
  75.           dragon_character.scale.set(40);
  76.           dragon_characters.push_with_limit(dragon_character);
  77.           */
  78.         },
  79.         preload:function () {
  80.           this.load.image(
  81.             ASSET_STRING.BACKGROUND,
  82.             PATH.ASSETS + FILE_NAME.BACKGROUND
  83.  
  84.           );
  85.           this.load.image(
  86.             ASSET_STRING.DRAGON_CHARACTER_TEXTURE,
  87.             PATH.ASSETS + FILE_NAME.DRAGON_CHARACTER_TEXTURE
  88.  
  89.           );
  90.           this.load.json(
  91.             ASSET_STRING.DRAGON_CHARACTER_MESH,
  92.             PATH.ASSETS + FILE_NAME.DRAGON_CHARACTER_MESH
  93.           );
  94.         },
  95.         update:function () {
  96.           dragon_characters[0].x += 2;
  97.           if (dragon_characters[0].x > this.world.width + 400) {
  98.             dragon_characters[0].x = -400;
  99.           }
  100.  
  101.           /*
  102.           dragon_characters[1].x += 2;
  103.           if (dragon_characters[1].x > this.world.width + 600) {
  104.             dragon_characters[1].x = -600;
  105.           }
  106.           */
  107.         }
  108.       }
  109.     );
  110.   };
  111.   phaser_main = new anyton(phaser_main, []);
  112.  
  113.   window.onload = function () {
  114.     var app = phaser_main.create_instance();
  115.   }
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