Phaser.js Notes: Difference between revisions

From Adam Colton
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Created page with "Start [http://phaser.io/learn here] Create game var game = new Phaser.Game(width, height, Phaser.AUTO, '', {##STATE DATA##}); Preload is used to init the game. function ..."
 
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Start [http://phaser.io/learn here]
Start [http://phaser.io/learn here]


== Notes ==
Create game
Create game
   var game = new Phaser.Game(width, height, Phaser.AUTO, '', {##STATE DATA##});
   var game = new Phaser.Game(width, height, Phaser.AUTO, '', {##STATE DATA##});
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Pysics
Pysics
   game.pysics.startSystem(Phaser.Pysics.ARCADE); //there are several physics systems
   game.pysics.startSystem(Phaser.Pysics.ARCADE); //there are several physics systems
== Thoughts ==
This looks good, but it comes with a whole bunch that I'm never going to use because so much of the game happens on the server. I want to get get some performance stats. If it's beat the hell out of my hack'd little system, lets stick with Phaser. But if they're close (or particularly if I'm doing better, however unlikely) I may want to just polish up what I have.

Latest revision as of 18:45, 18 September 2015

Start here

Notes

Create game

 var game = new Phaser.Game(width, height, Phaser.AUTO, , {##STATE DATA##});

Preload is used to init the game.

 function preload(){
   game.load.image("sky", "assets/sky.png");
   game.load.spritesheet("sprite", "assets/sprite.png", cellW, cellH);
 }

Sprites

 game.add.sprite(0,0, 'star');

Pysics

 game.pysics.startSystem(Phaser.Pysics.ARCADE); //there are several physics systems


Thoughts

This looks good, but it comes with a whole bunch that I'm never going to use because so much of the game happens on the server. I want to get get some performance stats. If it's beat the hell out of my hack'd little system, lets stick with Phaser. But if they're close (or particularly if I'm doing better, however unlikely) I may want to just polish up what I have.