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53 lines (37 loc) · 1.36 KB
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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var state = new Phaser.State();
state.preload = function() {
console.log('state preload called', this);
// When an instance of Phaser.State is added to Phaser.Game it becomes bound to that game
// which opens up lots of handy short-cuts to helpers and libs, such as this.math, this.load, this.cache, etc
this.load.image('cockpit', 'assets/pics/cockpit.png');
this.load.image('rememberMe', 'assets/pics/remember-me.jpg');
this.load.image('overdose', 'assets/pics/lance-overdose-loader_eye.png');
this.load.text('copyright', 'assets/warning - copyright.txt');
}
state.create = function() {
console.log('state create called');
// Let's try adding an image to the DOM
document.body.appendChild(this.cache.getImage('overdose'));
// And some text
var para = document.createElement('pre');
para.innerHTML = this.cache.getText('copyright');
document.body.appendChild(para);
}
// In this approach we're using a Phaser.State object and switching to it
// This gives us the advantage that from within state functions you can access 'this' and most the properties of Phaser.Game
var game = new Phaser.Game(800, 600, Phaser.RENDERER_AUTO, '', state);
})();
</script>
</body>
</html>