// 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('star', 'assets/sprites/bullet.png');
}
var star;
var texture1;
var texture2;
var texture3;
var stars = [];
function create() {
// This is the sprite that will be drawn to the texture
// Note that we 'make' it, not 'add' it, as we don't want it on the display list
star = game.make.sprite(0, 0, 'star');
// For this effect we'll create a vertical scrolling starfield with 300 stars split across 3 layers.
// This will use only 3 textures / sprites in total.
texture1 = game.add.renderTexture(800, 600, 'texture1');
texture2 = game.add.renderTexture(800, 600, 'texture2');
texture3 = game.add.renderTexture(800, 600, 'texture3');
game.add.sprite(0, 0, texture1);
game.add.sprite(0, 0, texture2);
game.add.sprite(0, 0, texture3);
var t = texture1;
var s = 4;
// 100 sprites per layer
for (var i = 0; i < 300; i++)
{
if (i == 100)
{
// With each 100 stars we ramp up the speed a little and swap to the next texture
s = 6;
t = texture2;
}
else if (i == 200)
{
s = 7;
t = texture3;
}
stars.push( { x: game.world.randomX, y: game.world.randomY, speed: s, texture: t });
}
}
function update() {
for (var i = 0; i < 300; i++)
{
// Update the stars y position based on its speed
stars[i].y += stars[i].speed;
if (stars[i].y > 600)
{
// Off the bottom of the screen? Then wrap around to the top
stars[i].x = game.world.randomX;
stars[i].y = -32;
}
if (i == 0 || i == 100 || i == 200)
{
// If it's the first star of the layer then we clear the texture
stars[i].texture.renderXY(star, stars[i].x, stars[i].y, true);
}
else
{
// Otherwise just draw the star sprite where we need it
stars[i].texture.renderXY(star, stars[i].x, stars[i].y, false);
}
}
}