wip/retro font effect
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('knightHawks', 'assets/fonts/retroFonts/KNIGHT3.png');
}
var font;
var images;
var dataV;
var dataH;
var dataH2;
var sine = 0;
var total = 24;
var posV = [];
var posH = [];
var text = [ 'phaser v2', 'this march', 'yay retro fonts!', 'shaders', 'filters', 'blend modes', 'full body physics', 'and cats', '(maybe not cats)', '------------' ];
var textIndex = 0;
function create() {
game.stage.smoothed = true;
font = game.add.retroFont('knightHawks', 31, 25, Phaser.RetroFont.TEXT_SET6, 10, 1, 1);
font.text = 'phaser v2';
// Let's create 2 sets of generated tween data - one going vertically, one going horizontally, at different speeds
var tweenData = { x: 200, y: 64 };
tween = game.make.tween(tweenData).to( { y: 500 }, 2000, Phaser.Easing.Sinusoidal.InOut);
tween.yoyo(true);
tween.interpolation(game.math.catmullRomInterpolation);
dataV = tween.generateData(60);
tween = game.make.tween(tweenData).to( { x: 600 }, 1500, Phaser.Easing.Sinusoidal.InOut);
tween.yoyo(true);
tween.interpolation(game.math.catmullRomInterpolation);
dataH = tween.generateData(60);
tween = game.make.tween(tweenData).to( { x: 600 }, 1500, Phaser.Easing.Elastic.InOut);
tween.yoyo(true);
tween.interpolation(game.math.catmullRomInterpolation);
dataH2 = tween.generateData(60);
images = game.add.group();
var tmp;
for (var i = 0; i < total; i++)
{
tmp = images.create(game.world.centerX, 64, font);
tmp.anchor.set(0.5);
tmp.scale.set(2);
// tmp.alpha = (1.0 / total) * i;
posV.push(i * 4);
posH.push(i);
}
images.reverse();
game.time.events.loop(4000, updateText, this);
game.time.events.loop(6000, updateSine, this);
}
function updateSine() {
sine++;
if (sine === 2)
{
sine = 0;
}
}
function updateText() {
textIndex = game.math.wrapValue(textIndex, 1, text.length);
font.text = text[textIndex];
}
function update() {
var pv, ph;
for (var i = 0; i < total; i++)
{
pv = posV[i];
ph = posH[i];
if (sine === 0)
{
images.getAt(i).x = dataH[ph].x;
}
else
{
images.getAt(i).x = dataH2[ph].x;
}
images.getAt(i).y = dataV[pv].y;
posV[i] = game.math.wrapValue(pv, 1, dataV.length);
posH[i] = game.math.wrapValue(ph, 1, dataH.length);
}
}