var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create });
function preload() {
// New way of loading compressed textures
game.load.image('factory', {
s3tc: 'assets/textures/compressed/factory_dxt1.pvr',
pvrtc: 'assets/textures/compressed/factory_pvrtc.pvr',
// Ture color is the default fallback texture
truecolor: 'assets/textures/factory.png'
});
// Old way is still supported
game.load.image('factory_1', 'assets/textures/factory.png');
}
function create() {
// Loaded using dynamic texture selection depending on
// WebGL support
var mysprite = game.add.sprite(0, 0, 'factory');
// Loaded using the original way.
game.add.sprite(100, 100, 'factory_1');
// Checking which compressed texture was loaded.
var c = mysprite.texture.baseTexture.source.compressionAlgorithm;
if (c)
alert('Compression algorithm is ' + c + '.');
else
alert('No compression algorithm.');
}