Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
var config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 1024, height: 600, scene: { preload: preload, create: create, update: update } }; var cards; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.atlas('cards', 'assets/atlas/cards.png', 'assets/atlas/cards.json'); } function create () { // Create a stack of random cards cards = this.add.group(); var frames = this.textures.get('cards').getFrameNames(); for (var i = 0; i < 64; i++) { var x = Phaser.Math.Between(0, 1024); var y = Phaser.Math.Between(0, 600); var image = this.add.image(x, y, 'cards', Phaser.Math.RND.pick(frames)); image.setInteractive(); image.setScale(Phaser.Math.FloatBetween(0.25, 0.75)); image.setAngle(Phaser.Math.Between(0, 359)); this.input.setDraggable(image); cards.add(image); } var _this = this; this.input.on('dragstart', function (pointer, gameObject) { this.children.bringToTop(gameObject); }, this); this.input.on('drag', function (pointer, gameObject, dragX, dragY) { gameObject.x = dragX; gameObject.y = dragY; }); } function update () { Phaser.Actions.Rotate(cards.getChildren(), 0.01); }
var config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 1024,
height: 600,
scene: {
preload: preload,
create: create,
update: update
}
};
var cards;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.atlas('cards', 'assets/atlas/cards.png', 'assets/atlas/cards.json');
}
function create ()
{
// Create a stack of random cards
cards = this.add.group();
var frames = this.textures.get('cards').getFrameNames();
for (var i = 0; i < 64; i++)
{
var x = Phaser.Math.Between(0, 1024);
var y = Phaser.Math.Between(0, 600);
var image = this.add.image(x, y, 'cards', Phaser.Math.RND.pick(frames));
image.setInteractive();
image.setScale(Phaser.Math.FloatBetween(0.25, 0.75));
image.setAngle(Phaser.Math.Between(0, 359));
this.input.setDraggable(image);
cards.add(image);
}
var _this = this;
this.input.on('dragstart', function (pointer, gameObject) {
this.children.bringToTop(gameObject);
}, this);
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
gameObject.x = dragX;
gameObject.y = dragY;
});
}
function update ()
{
Phaser.Actions.Rotate(cards.getChildren(), 0.01);
}