var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.audio('explosion', 'assets/audio/SoundEffects/explosion.mp3');
game.load.audio('sword', 'assets/audio/SoundEffects/sword.mp3');
game.load.audio('blaster', 'assets/audio/SoundEffects/blaster.mp3');
}
var explosion;
var sword;
var blaster;
var text;
var text1;
var text2;
var text3;
function create() {
game.stage.backgroundColor = '#414040';
var style = { font: "65px Arial", fill: "#52bace", align: "center" };
text = game.add.text(game.world.centerX, 100, "decoding", style);
text.anchor.set(0.5);
explosion = game.add.audio('explosion');
sword = game.add.audio('sword');
blaster = game.add.audio('blaster');
// Being mp3 files these take time to decode, so we can't play them instantly
// Using setDecodedCallback we can be notified when they're ALL ready for use.
// The audio files could decode in ANY order, we can never be sure which it'll be.
game.sound.setDecodedCallback([ explosion, sword, blaster ], start, this);
}
var keys;
function start() {
text.text = 'Press 1, 2 or 3';
var style = { font: "48px Arial", fill: "#cdba52", align: "center" };
text1 = game.add.text(game.world.centerX, 250, "Blaster: Stopped", style);
text1.anchor.set(0.5);
text2 = game.add.text(game.world.centerX, 350, "Explosion: Stopped", style);
text2.anchor.set(0.5);
text3 = game.add.text(game.world.centerX, 450, "Sword: Stopped", style);
text3.anchor.set(0.5);
explosion.onStop.add(soundStopped, this);
sword.onStop.add(soundStopped, this);
blaster.onStop.add(soundStopped, this);
keys = game.input.keyboard.addKeys({ blaster: Phaser.Keyboard.ONE, explosion: Phaser.Keyboard.TWO, sword: Phaser.Keyboard.THREE });
keys.blaster.onDown.add(playFx, this);
keys.explosion.onDown.add(playFx, this);
keys.sword.onDown.add(playFx, this);
// And for touch devices you can also press the top, middle or bottom of the screen
game.input.onDown.add(onTouch, this);
}
function onTouch(pointer) {
var b = game.height / 3;
if (pointer.y < b)
{
playFx(keys.blaster);
}
else if (pointer.y > b * 2)
{
playFx(keys.sword);
}
else
{
playFx(keys.explosion);
}
}
function playFx(key) {
switch (key.keyCode)
{
case Phaser.Keyboard.ONE:
text1.text = "Blaster: Playing";
blaster.play();
break;
case Phaser.Keyboard.TWO:
text2.text = "Explosion: Playing";
explosion.play();
break;
case Phaser.Keyboard.THREE:
text3.text = "Sword: Playing";
sword.play();
break;
}
}
function soundStopped(sound) {
if (sound === blaster)
{
text1.text = "Blaster: Complete";
}
else if (sound === explosion)
{
text2.text = "Explosion: Complete";
}
else if (sound === sword)
{
text3.text = "Sword: Complete";
}
}