var config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: { create: create, update: update }, }; var stars = []; var cameraRotation = 0; var camera0, camera1, camera2, camera3; var game = new Phaser.Game(config); function create() { var radius = 20; var radius2 = radius * 2; var maxWidth = (400 / radius2)|0; for (var i = 0; i < 80; ++i) { var graphics = this.add.graphics({x: radius + (i % maxWidth) * radius2, y: radius + ((i / maxWidth)|0) * radius2}); drawStar(graphics, 0, 0, 5, radius, radius / 2, 0xff0000, 0xFFFF00); graphics.fillStyle(0xFFFF00 + (i % 0xFF), 1.0); stars.push(graphics); stars[i].rotation += 0.1; } this.cameras.main.setSize(400, 300); camera0 = this.cameras.main; camera1 = this.cameras.add(400, 0, 400, 300); camera2 = this.cameras.add(0, 300, 400, 300); camera3 = this.cameras.add(400, 300, 400, 300); } function update() { camera0.scrollX = Math.cos(cameraRotation) * 100; camera0.scrollY = Math.sin(cameraRotation) * 100; camera1.shake(100, 0.01); camera2.flash(2000); camera3.fade(2000); camera3.rotation = Math.sin(cameraRotation); camera3.zoom = 0.5 + Math.abs(Math.sin(cameraRotation)); if (camera3._fadeAlpha >= 1.0) { camera3._fadeAlpha = 0.0; camera3.fade(1000); } for (var i = 0; i < stars.length; ++i) { var star = stars[i]; star.rotation += 0.01; star.scaleX = 0.5 + Math.abs(Math.sin(star.rotation)); star.scaleY = 0.5 + Math.abs(Math.sin(star.rotation)); } cameraRotation += 0.01; } function drawStar (graphics, cx, cy, spikes, outerRadius, innerRadius, color, lineColor) { var rot = Math.PI / 2 * 3; var x = cx; var y = cy; var step = Math.PI / spikes; graphics.lineStyle(1, lineColor, 1.0); graphics.fillStyle(color, 1.0); graphics.beginPath(); graphics.moveTo(cx, cy - outerRadius); for (i = 0; i < spikes; i++) { x = cx + Math.cos(rot) * outerRadius; y = cy + Math.sin(rot) * outerRadius; graphics.lineTo(x, y); rot += step; x = cx + Math.cos(rot) * innerRadius; y = cy + Math.sin(rot) * innerRadius; graphics.lineTo(x, y); rot += step; } graphics.lineTo(cx, cy - outerRadius); graphics.closePath(); graphics.fillPath(); graphics.strokePath(); }
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var config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: { create: create, update: update }, }; var stars = []; var cameraRotation = 0; var camera0, camera1, camera2, camera3; var game = new Phaser.Game(config); function create() { var radius = 20; var radius2 = radius * 2; var maxWidth = (400 / radius2)|0; for (var i = 0; i < 80; ++i) { var graphics = this.add.graphics({x: radius + (i % maxWidth) * radius2, y: radius + ((i / maxWidth)|0) * radius2}); drawStar(graphics, 0, 0, 5, radius, radius / 2, 0xff0000, 0xFFFF00); graphics.fillStyle(0xFFFF00 + (i % 0xFF), 1.0); stars.push(graphics); stars[i].rotation += 0.1; } this.cameras.main.setSize(400, 300); camera0 = this.cameras.main; camera1 = this.cameras.add(400, 0, 400, 300); camera2 = this.cameras.add(0, 300, 400, 300); camera3 = this.cameras.add(400, 300, 400, 300); } function update() { camera0.scrollX = Math.cos(cameraRotation) * 100; camera0.scrollY = Math.sin(cameraRotation) * 100; camera1.shake(100, 0.01); camera2.flash(2000); camera3.fade(2000); camera3.rotation = Math.sin(cameraRotation); camera3.zoom = 0.5 + Math.abs(Math.sin(cameraRotation)); if (camera3._fadeAlpha >= 1.0) { camera3._fadeAlpha = 0.0; camera3.fade(1000); } for (var i = 0; i < stars.length; ++i) { var star = stars[i]; star.rotation += 0.01; star.scaleX = 0.5 + Math.abs(Math.sin(star.rotation)); star.scaleY = 0.5 + Math.abs(Math.sin(star.rotation)); } cameraRotation += 0.01; } function drawStar (graphics, cx, cy, spikes, outerRadius, innerRadius, color, lineColor) { var rot = Math.PI / 2 * 3; var x = cx; var y = cy; var step = Math.PI / spikes; graphics.lineStyle(1, lineColor, 1.0); graphics.fillStyle(color, 1.0); graphics.beginPath(); graphics.moveTo(cx, cy - outerRadius); for (i = 0; i < spikes; i++) { x = cx + Math.cos(rot) * outerRadius; y = cy + Math.sin(rot) * outerRadius; graphics.lineTo(x, y); rot += step; x = cx + Math.cos(rot) * innerRadius; y = cy + Math.sin(rot) * innerRadius; graphics.lineTo(x, y); rot += step; } graphics.lineTo(cx, cy - outerRadius); graphics.closePath(); graphics.fillPath(); graphics.strokePath(); }