var PewPew = {
// Our global Sprite, shared between States
spaceship: null
};
PewPew.Preloader = function () {};
PewPew.Preloader.prototype = {
preload: function () {
this.load.image('chunk', 'assets/sprites/chunk.png');
this.load.image('arrow', 'assets/sprites/asteroids_ship.png');
},
create: function () {
PewPew.spaceship = this.make.sprite(32, 450, 'arrow');
PewPew.spaceship.anchor.set(0.5);
this.physics.arcade.enable(PewPew.spaceship);
PewPew.spaceship.body.collideWorldBounds = true;
PewPew.spaceship.body.bounce.set(0.8);
this.game.state.start('State1');
}
};
PewPew.State1 = function (game) {};
PewPew.State1.prototype = {
create: function () {
this.stage.backgroundColor = '#124184';
// If the spaceship is already in the World we don't add it again
if (!PewPew.spaceship.parent)
{
this.add.existing(PewPew.spaceship);
}
this.launch();
this.input.onDown.addOnce(this.changeState, this);
},
launch: function () {
if (this.input.x < PewPew.spaceship.x)
{
PewPew.spaceship.body.velocity.setTo(-200, -200);
}
else
{
PewPew.spaceship.body.velocity.setTo(200, -200);
}
},
update: function () {
PewPew.spaceship.rotation = PewPew.spaceship.body.angle;
},
changeState: function () {
this.game.state.start('State2', false, false);
}
};
PewPew.State2 = function (game) {};
PewPew.State2.prototype = {
create: function () {
this.stage.backgroundColor = '#844112';
// If the spaceship is already in the World we don't add it again
if (!PewPew.spaceship.parent)
{
this.add.existing(PewPew.spaceship);
}
this.input.onDown.addOnce(this.changeState, this);
},
update: function () {
PewPew.spaceship.rotation = PewPew.spaceship.body.angle;
},
changeState: function () {
this.game.state.start('State1', false, false);
}
};
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example');
game.state.add('Preloader', PewPew.Preloader);
game.state.add('State1', PewPew.State1);
game.state.add('State2', PewPew.State2);
game.state.start('Preloader');