Audio Marker Pause and Resume
Demonstrates how to play specific audio markers and use the pause and resume methods to control their playback state.
800 × 600
class Example extends Phaser.Scene
{
pauseResumeButtonText;
pauseResumeButton;
fx;
markers = [
{ name: 'charm', start: 0, duration: 2.7, config: {} },
{ name: 'curse', start: 4, duration: 2.9, config: {} },
{ name: 'fireball', start: 8, duration: 5.2, config: {} },
{ name: 'spell', start: 14, duration: 4.7, config: {} },
{ name: 'soundscape', start: 20, duration: 18.8, config: {} }
];
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('bg', 'assets/pics/cougar-dragonsun.png');
this.load.spritesheet('button', 'assets/ui/flixel-button.png', { frameWidth: 80, frameHeight: 20 });
this.load.bitmapFont('nokia', 'assets/fonts/bitmap/nokia16black.png', 'assets/fonts/bitmap/nokia16black.xml');
this.load.audio('sfx', [
'assets/audio/SoundEffects/magical_horror_audiosprite.ogg',
'assets/audio/SoundEffects/magical_horror_audiosprite.mp3'
]);
}
create ()
{
const bg = this.add.image(400, 300, 'bg');
bg.setScale(800 / bg.width, 600 / bg.height);
this.fx = this.sound.add('sfx');
for (let i = 0; i < this.markers.length; i++)
{
const marker = this.markers[i];
this.fx.addMarker(marker);
this.makeButton.call(this, marker.name, 680, 115 + i * 40);
}
this.makePauseResumeButton.call(this);
this.input.on('gameobjectover', (pointer, button) =>
{
this.setButtonFrame(button, 0);
});
this.input.on('gameobjectout', (pointer, button) =>
{
this.setButtonFrame(button, 1);
});
this.input.on('gameobjectdown', (pointer, button) =>
{
if (button.name === 'pause')
{
if (this.fx.isPaused)
{
this.fx.resume();
}
else if (this.fx.isPlaying)
{
this.fx.pause();
}
else
{
this.setButtonFrame(button, 0);
return;
}
this.setButtonFrame(button, 2);
}
else
{
this.fx.play(button.name);
this.setButtonFrame(button, 2);
}
});
this.input.on('gameobjectup', (pointer, button) =>
{
this.setButtonFrame(button, 0);
});
}
updatePauseResumeButton ()
{
if (this.fx.isPaused)
{
this.pauseResumeButtonText.text = 'resume';
}
else if (this.fx.isPlaying)
{
this.pauseResumeButtonText.text = 'pause';
}
else
{
this.pauseResumeButtonText.text = 'stopped';
}
this.pauseResumeButtonText.x = 640 + (this.pauseResumeButton.width - this.pauseResumeButtonText.width) / 2;
}
makeButton (name, x, y)
{
const button = this.add.image(x, y, 'button', 0).setInteractive();
button.name = name;
button.setScale(2, 1.5);
const text = this.add.bitmapText(x - 40, y - 8, 'nokia', name, 16);
text.x += (button.width - text.width) / 2;
}
makePauseResumeButton ()
{
this.pauseResumeButton = this.add.image(680, 395, 'button', 1).setInteractive();
this.pauseResumeButton.name = 'pause';
this.pauseResumeButton.setScale(2, 1.5);
this.pauseResumeButtonText = this.add.bitmapText(640, 387, 'nokia', '', 16);
}
setButtonFrame (button, frame)
{
button.frame = button.scene.textures.getFrame('button', frame);
}
}
/**
* @author Pavle Goloskokovic <[email protected]> (http://prunegames.com)
*/
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
scene: Example,
pixelArt: true
};
const game = new Phaser.Game(config);