demoscene/glitter
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('star', 'assets/demoscene/star3.png');
}
var stars;
var waveformX;
var waveformY;
var xl;
var yl;
var cx = 0;
var cy = 0;
function create() {
// Generate our motion data
var sprite = { x: 0, y: -64 };
var tween = game.add.tween(sprite).to( { x: 128 }, 4000, "Bounce.easeIn", true, 0, -1, true);
var tween2 = game.add.tween(sprite).to( { y: 128 }, 4000, "Bounce.easeOut", true, 0, -1, false);
waveformX = tween.generateData(60);
waveformY = tween2.generateData(60);
xl = waveformX.length - 1;
yl = waveformY.length - 1;
var sprites = game.add.spriteBatch();
stars = [];
var xs = 28;
var ys = 32;
for (var y = 0; y < 18; y++)
{
for (var x = 0; x < 28; x++)
{
var star = game.make.sprite((x * xs), (y * ys), 'star');
star.ox = star.x;
star.oy = star.y;
star.cx = game.rnd.between(0, xl);
star.cy = game.rnd.between(0, yl);
star.anchor.set(0.5);
sprites.addChild(star);
stars.push(star);
}
}
}
function update() {
for (var i = 0, len = stars.length; i < len; i++)
{
stars[i].x = stars[i].ox + waveformX[stars[i].cx].x;
stars[i].y = stars[i].oy + waveformY[stars[i].cy].y;
stars[i].cx++;
if (stars[i].cx > xl)
{
stars[i].cx = 0;
}
stars[i].cy++;
if (stars[i].cy > yl)
{
stars[i].cy = 0;
}
}
}