Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: { preload: preload, create: create, update: update } }; var image; var text; var timedEvent; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('einstein', 'assets/pics/ra-einstein.png'); } function create () { image = this.add.image(400, 300, 'einstein'); text = this.add.text(32, 32); // timedEvent = this.time.addEvent({ delay: 2000, callback: onEvent, callbackScope: this }); // The same as above, but uses a method signature to declare it (shorter, and compatible with GSAP syntax) timedEvent = this.time.delayedCall(3000, onEvent, [], this); } function update () { text.setText('Event.progress: ' + timedEvent.getProgress().toString().substr(0, 4)); } function onEvent () { image.setScale(0.5); }
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'phaser-example',
scene: {
preload: preload,
create: create,
update: update
}
};
var image;
var text;
var timedEvent;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('einstein', 'assets/pics/ra-einstein.png');
}
function create ()
{
image = this.add.image(400, 300, 'einstein');
text = this.add.text(32, 32);
// timedEvent = this.time.addEvent({ delay: 2000, callback: onEvent, callbackScope: this });
// The same as above, but uses a method signature to declare it (shorter, and compatible with GSAP syntax)
timedEvent = this.time.delayedCall(3000, onEvent, [], this);
}
function update ()
{
text.setText('Event.progress: ' + timedEvent.getProgress().toString().substr(0, 4));
}
function onEvent ()
{
image.setScale(0.5);
}