var config = {
width: 800,
height: 600,
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var graphics;
var triangles;
var points;
function create ()
{
graphics = this.add.graphics({ lineStyle: { width: 2, color: 0xaaaa00 }, fillStyle: { color: 0x0000aa } });
triangles = [
Phaser.Geom.Triangle.BuildRight(175, 450, 50, 250),
Phaser.Geom.Triangle.BuildRight(375, 450, 50, 250),
Phaser.Geom.Triangle.BuildRight(575, 450, 50, 250),
Phaser.Geom.Triangle.BuildEquilateral(400, 70, 50),
Phaser.Geom.Triangle.BuildEquilateral(400, 70, 50),
Phaser.Geom.Triangle.BuildEquilateral(400, 70, 50),
];
points = [
Phaser.Geom.Triangle.Centroid(triangles[0]),
Phaser.Geom.Triangle.CircumCenter(triangles[1]),
Phaser.Geom.Triangle.InCenter(triangles[2])
];
Phaser.Geom.Triangle.Decompose(triangles[3], points);
}
function update ()
{
graphics.clear();
for(var i = 0; i < triangles.length; i++)
{
Phaser.Geom.Triangle.RotateAroundPoint(triangles[i], points[i], 0.02);
graphics.strokeTriangleShape(triangles[i]);
graphics.fillPointShape(points[i], 10);
}
}
var config = {
width: 800,
height: 600,
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var graphics;
var triangles;
var points;
function create ()
{
graphics = this.add.graphics({ lineStyle: { width: 2, color: 0xaaaa00 }, fillStyle: { color: 0x0000aa } });
triangles = [
Phaser.Geom.Triangle.BuildRight(175, 450, 50, 250),
Phaser.Geom.Triangle.BuildRight(375, 450, 50, 250),
Phaser.Geom.Triangle.BuildRight(575, 450, 50, 250),
Phaser.Geom.Triangle.BuildEquilateral(400, 70, 50),
Phaser.Geom.Triangle.BuildEquilateral(400, 70, 50),
Phaser.Geom.Triangle.BuildEquilateral(400, 70, 50),
];
points = [
Phaser.Geom.Triangle.Centroid(triangles[0]),
Phaser.Geom.Triangle.CircumCenter(triangles[1]),
Phaser.Geom.Triangle.InCenter(triangles[2])
];
Phaser.Geom.Triangle.Decompose(triangles[3], points);
}
function update ()
{
graphics.clear();
for(var i = 0; i < triangles.length; i++)
{
Phaser.Geom.Triangle.RotateAroundPoint(triangles[i], points[i], 0.02);
graphics.strokeTriangleShape(triangles[i]);
graphics.fillPointShape(points[i], 10);
}
}