var game =newPhaser.Game(800,600, Phaser.CANVAS,'phaser-example',{ preload: preload, create: create });functionpreload(){
game.load.image('bg','assets/pics/cougar_dragonsun.png');
game.load.spritesheet('button','assets/buttons/flixel-button.png',80,20);
game.load.bitmapFont('nokia','assets/fonts/bitmapFonts/nokia16black.png','assets/fonts/bitmapFonts/nokia16black.xml');
game.load.audio('sfx',['assets/audio/SoundEffects/magical_horror_audiosprite.mp3','assets/audio/SoundEffects/magical_horror_audiosprite.ogg']);}var fx;functioncreate(){var bg = game.add.image(0,0,'bg');
bg.width =800;
bg.height =600;// Here we set-up our audio sprite
fx = game.add.audio('sfx');
fx.allowMultiple =false;// And this defines the markers.// They consist of a key (for replaying), the time the sound starts and the duration, both given in seconds.
fx.addMarker('charm',0,2.7);
fx.addMarker('curse',4,2.9);
fx.addMarker('fireball',8,5.2);
fx.addMarker('spell',14,4.7);
fx.addMarker('soundscape',20,18.8);// Make some buttons to trigger the soundsmakeButton('charm',600,100);makeButton('curse',600,140);makeButton('fireball',600,180);makeButton('spell',600,220);makeButton('soundscape',600,260);makeButton('pause',600,380);}functionmakeButton(name, x, y){var button = game.add.button(x, y,'button', click,this,0,1,2);
button.name = name;
button.scale.set(2,1.5);
button.smoothed =false;var text = game.add.bitmapText(x, y +7,'nokia', name,16);
text.x +=(button.width /2)-(text.textWidth /2);}functionclick(button){if(button.name ==='pause'){if(fx.paused){
fx.resume();}else{
fx.pause();}}else{
fx.play(button.name);}}