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Add assets and code template of camera fx tests.
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Tests/assets/tests/blue-circle.png

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Tests/cameras/camera fade.js

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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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var circle1, circle2, circle3;
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var fx;
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function init() {
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game.world.setSize(800, 600, true);
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game.load.image('blue', 'assets/tests/blue-circle.png');
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game.load.image('yellow', 'assets/tests/yellow-circle.png');
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game.load.image('magenta', 'assets/tests/magenta-circle.png');
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game.load.start();
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}
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function create() {
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circle1 = game.add.sprite(114, 34, 'blue');
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circle2 = game.add.sprite(426, 86, 'yellow');
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circle3 = game.add.sprite(221, 318, 'magenta');
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circle1.input.start(0, false, true);
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fx = game.camera.fx.add(Phaser.FX.Camera.Shake);
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}
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function update() {
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if (circle1.input.justReleased(0, 20)) {
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console.log('pressed');
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fx.start(0.05, 0.5, function() {
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console.log('fin');
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});
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}
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}
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function render() {
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}
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})();

Tests/cameras/camera texture.js

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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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var radar;
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var ships = [];
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var button;
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function init() {
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game.world.setSize(800, 600, true);
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game.load.image('radar-surface', 'assets/tests/radar-surface.png');
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game.load.image('ship', 'assets/sprites/asteroids_ship_white.png');
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game.load.image('enemy-ship', 'assets/sprites/asteroids_ship.png');
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game.load.image('button', 'assets/tests/320x200.png');
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game.load.start();
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}
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function create() {
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for (var i = 0; i < 4; i++) {
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ships.push(game.add.sprite(100 + i * 10, 300 + i * 16, 'ship'));
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}
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ships.push(game.add.sprite(160, 320, 'enemy-ship'));
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radar = game.add.sprite(0, 0, 'radar-surface');
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game.camera.setSize(400, 600);
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var camera2 = game.add.camera(0, 0, 400, 600);
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camera2.x = 400;
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button = game.add.sprite(500, 100, 'button');
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button.input.start(0, false, true);
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}
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function update() {
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if (button.input.justReleased(0, 20)) {
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}
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for (var i = 0; i < ships.length; i++) {
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ships[i].x += 1;
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if (ships[i].x > 400) {
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ships[i].x = 40;
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}
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}
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}
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function render() {
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}
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})();

Tests/cameras/edit-template.js

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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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var circle1, circle2, circle3;
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var button;
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function init() {
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game.world.setSize(800, 600, true);
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game.load.image('blue', 'assets/tests/blue-circle.png');
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game.load.image('yellow', 'assets/tests/yellow-circle.png');
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game.load.image('magenta', 'assets/tests/magenta-circle.png');
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game.load.image('button', 'assets/tests/320x200.png');
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game.load.start();
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}
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function create() {
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circle1 = game.add.sprite(114, 34, 'blue');
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circle2 = game.add.sprite(426, 86, 'yellow');
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circle3 = game.add.sprite(221, 318, 'magenta');
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circle1.input.start(0, false, true);
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circle1.input.enableDrag(false);
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circle2.input.start(0, false, true);
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circle2.input.enableDrag(false);
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circle3.input.start(0, false, true);
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circle3.input.enableDrag(false);
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button = game.add.sprite(500, 100, 'button');
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button.input.start(0, false, true);
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}
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function update() {
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if (button.input.justReleased(0, 20)) {
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console.log('<1>: (' + circle1.x + ', ' + circle1.y + ')');
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console.log('<2>: (' + circle2.x + ', ' + circle2.y + ')');
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console.log('<3>: (' + circle3.x + ', ' + circle3.y + ')');
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}
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}
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function render() {
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circle1.input.renderDebugInfo(32, 32);
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circle2.input.renderDebugInfo(32, 160);
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circle3.input.renderDebugInfo(32, 296);
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}
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})();

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