// Original version by @author Mat Groves http://matgroves.com/ @Doormat23 from the Pixi.js examples
// Ported to Phaser by Richard Davey
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('spin1', 'assets/sprites/spinObj_01.png');
game.load.image('spin2', 'assets/sprites/spinObj_02.png');
game.load.image('spin3', 'assets/sprites/spinObj_03.png');
game.load.image('spin4', 'assets/sprites/spinObj_04.png');
game.load.image('spin5', 'assets/sprites/spinObj_05.png');
game.load.image('spin6', 'assets/sprites/spinObj_06.png');
game.load.image('spin7', 'assets/sprites/spinObj_07.png');
game.load.image('spin8', 'assets/sprites/spinObj_08.png');
}
var renderTexture;
var renderTexture2;
var currentTexture;
var outputSprite;
var stuffContainer;
var count = 0;
function create() {
// create two render textures.. these dynamic textures will be used to draw the scene into itself
renderTexture = game.add.renderTexture(800, 600, 'texture1');
renderTexture2 = game.add.renderTexture(800, 600, 'texture2');
currentTexture = renderTexture;
// create a new sprite that uses the render texture we created above
outputSprite = game.add.sprite(400, 300, currentTexture);
// align the sprite
outputSprite.anchor.x = 0.5;
outputSprite.anchor.y = 0.5;
stuffContainer = game.add.group();
stuffContainer.x = 800/2;
stuffContainer.y = 600/2;
// now create some items and randomly position them in the stuff container
for (var i = 0; i < 20; i++)
{
var item = stuffContainer.create(Math.random() * 400 - 200, Math.random() * 400 - 200, game.rnd.pick(game.cache.getKeys(Phaser.Cache.IMAGE)));
item.anchor.setTo(0.5, 0.5);
}
// used for spinning!
count = 0;
}
function update() {
stuffContainer.addAll('rotation', 0.1);
count += 0.01;
// swap the buffers..
var temp = renderTexture;
renderTexture = renderTexture2;
renderTexture2 = temp;
// set the new texture
outputSprite.setTexture(renderTexture);
// twist this up!
stuffContainer.rotation -= 0.01
outputSprite.scale.x = outputSprite.scale.y = 1 + Math.sin(count) * 0.2;
// render the stage to the texture
// the true clears the texture before content is rendered
renderTexture2.renderXY(game.stage, 0, 0, true);
}