// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create });
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('bg', 'assets/pics/undersea.jpg');
game.load.image('disk', 'assets/sprites/copy-that-floppy.png');
game.load.image('squad', 'assets/sprites/bsquadron3.png');
game.load.image('loop', 'assets/sprites/beball1.png');
game.load.bitmapFont('desyrel', 'assets/fonts/bitmapFonts/desyrel.png', 'assets/fonts/bitmapFonts/desyrel.xml');
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
}
function create() {
var group = game.make.group();
group.create(0, 0, 'bg');
// Add a bunch of sprites in random positions to the group
for (var i = 0; i < 16; i++)
{
var sprite = group.create(game.world.randomX, game.world.randomY, 'loop');
if (i % 2 === 1)
{
sprite.tint = 0xff00ff;
}
}
var bmpText = game.make.bitmapText(32, 64, 'desyrel', 'Bitmap Text in the Group', 64);
bmpText.angle = 10;
group.add(bmpText);
// A sprite with nested children
var s = group.create(250, 300, 'disk');
var r = game.make.sprite(32, 16, 'squad');
s.addChild(r);
r.angle = 45;
s.scale.x = -1;
s.angle = -20;
var mummy = group.create(600, 4, 'mummy', 8);
mummy.scale.set(4);
mummy.smoothed = false;
var bot = group.create(60, 200, 'bot');
bot.scale.set(2);
// This is the BitmapData we're going to be drawing to
var bmd = game.add.bitmapData(game.width, game.height);
var bmdContainer = bmd.addToWorld(390, 290, 0, 0, 0.5, 0.5);
game.stage.updateTransform();
// Draw the group to the BitmapData
// bmd.drawGroup(group);
bmd.drawGroup(game.world);
}