var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
function preload() {
game.load.audio('boden', ['assets/audio/bodenstaendig_2000_in_rock_4bit.mp3', 'assets/audio/bodenstaendig_2000_in_rock_4bit.ogg']);
}
var music;
function create() {
var bmd = game.make.bitmapData(800, 600);
bmd.context.fillStyle = '#754c24';
bmd.context.fillRect(0, 0, 800, 300);
bmd.context.fillStyle = '#24756b';
bmd.context.fillRect(0, 300, 800, 300);
game.add.image(0, 0, bmd);
music = game.add.audio('boden');
music.play();
game.input.onDown.add(handleClick);
}
function handleClick(pointer) {
if (pointer.y <= 300)
{
game.paused = !game.paused
}
else
{
// It is entirely possible to un-mute audio WHILE a game is paused.
// I consider this a feature, so I'm not going to prevent it.
// What this test should demonstrate is that paused audio isn't restarted when a game un-pauses.
game.sound.mute = !game.sound.mute;
}
}
function render() {
game.debug.text('Click to toggle game paused state', 32, 32);
game.debug.text('Game Paused: ' + game.paused, 32, 96);
game.debug.text('Click to toggle audio mute', 32, 332);
game.debug.soundInfo(music, 32, 396);
}