class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.atlas('gems', 'assets/tests/columns/gems.png', 'assets/tests/columns/gems.json'); } create () { // Define the animations first this.anims.create({ key: 'ruby', frames: this.anims.generateFrameNames('gems', { prefix: 'ruby_', end: 6, zeroPad: 4 }), repeat: -1 }); this.anims.create({ key: 'square', frames: this.anims.generateFrameNames('gems', { prefix: 'square_', end: 14, zeroPad: 4 }), repeat: -1 }); // The Sprite config const config = { key: 'gems', x: { randInt: [ 0, 800 ] }, y: { randInt: [ 0, 300 ] }, scale: { randFloat: [ 0.5, 1.5 ] }, anims: 'ruby' }; // Make 16 sprites using the config above for (let i = 0; i < 16; i++) { this.make.sprite(config); } // A more complex animation config object. // This time with a call to delayedPlay that's a function. const config2 = { key: 'gems', frame: 'square_0000', x: { randInt: [ 0, 800 ] }, y: { randInt: [ 300, 600 ] }, scale: { randFloat: [ 0.5, 1.5 ] }, anims: { key: 'square', repeat: -1, repeatDelay: { randInt: [ 1000, 4000 ] }, delayedPlay: function () { return Math.random() * 6000; } } }; // Make 16 sprites using the config above for (let i = 0; i < 16; i++) { this.make.sprite(config2); } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', pixelArt: true, width: 800, height: 600, scene: Example }; const game = new Phaser.Game(config);
Scan to open on your mobile device
class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.atlas('gems', 'assets/tests/columns/gems.png', 'assets/tests/columns/gems.json'); } create () { // Define the animations first this.anims.create({ key: 'ruby', frames: this.anims.generateFrameNames('gems', { prefix: 'ruby_', end: 6, zeroPad: 4 }), repeat: -1 }); this.anims.create({ key: 'square', frames: this.anims.generateFrameNames('gems', { prefix: 'square_', end: 14, zeroPad: 4 }), repeat: -1 }); // The Sprite config const config = { key: 'gems', x: { randInt: [ 0, 800 ] }, y: { randInt: [ 0, 300 ] }, scale: { randFloat: [ 0.5, 1.5 ] }, anims: 'ruby' }; // Make 16 sprites using the config above for (let i = 0; i < 16; i++) { this.make.sprite(config); } // A more complex animation config object. // This time with a call to delayedPlay that's a function. const config2 = { key: 'gems', frame: 'square_0000', x: { randInt: [ 0, 800 ] }, y: { randInt: [ 300, 600 ] }, scale: { randFloat: [ 0.5, 1.5 ] }, anims: { key: 'square', repeat: -1, repeatDelay: { randInt: [ 1000, 4000 ] }, delayedPlay: function () { return Math.random() * 6000; } } }; // Make 16 sprites using the config above for (let i = 0; i < 16; i++) { this.make.sprite(config2); } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', pixelArt: true, width: 800, height: 600, scene: Example }; const game = new Phaser.Game(config);