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var rootScope = {
options:{
width:300,
height:300,
where:'master-canvas'
},
debug:false // make sure set it to false when release
}
// @if !dist
require('./modules/stats')();
// @endif
var game = new Phaser.Game(rootScope.options.width, rootScope.options.height, Phaser.CANVAS, rootScope.options.where, rootScope.options.where);
game.state.add('game', require('./game')(game,rootScope));
// game.state.start('blank');
game.state.start('game');
window.onload = function() {
// aspec ratio - (160/400)= 0,4
var game = new Phaser.Game(400, 160, Phaser.CANVAS, '',
{ init: init, preload: preload, create: create, update: update, render: render });
var pixel = { scale: 4, canvas: null, context: null, width: 0, height: 0 };
var hero;
var cursors;
var fps;
function init() {
// game screen scaling (renders to a backbuffer and copies to main canvas)
// http://www.photonstorm.com/phaser/pixel-perfect-scaling-a-phaser-game
// Hide the un-scaled game canvas
game.canvas.style['display'] = 'none';
// Create our scaled canvas. It will be the size of the game * whatever scale value you've set
pixel.canvas = Phaser.Canvas.create(game.width * pixel.scale, game.height * pixel.scale);
constructor() {
const {
gameWidth,
gameHeight,
showStats
} = Properties;
// Create your Phaser game and inject it into the `#game-container` div.
super(gameWidth, gameHeight, Phaser.CANVAS, 'game-container');
// Add the States your game has.
this.state.add('BootState', BootState);
this.state.add('PreloaderState', PreloaderState);
this.state.add('MainMenuState', MainMenuState);
this.state.add('GameState', GameState);
// Now start the Boot state.
this.state.start('BootState');
// Handle debug mode.
if (__DEV__ && showStats) {
this.setupStats();
}
}
constructor () {
const docElement = document.documentElement
const width = config.gameWidth
const height = config.gameHeight
super(width, height, Phaser.CANVAS, 'content', null)
this.state.add('Boot', BootState, false)
this.state.add('Game', GameState, false)
this.state.start('Boot')
}
}
import "../card-scripts/imports"
interface Props {
playerId: string | undefined
state: GameState | undefined
setState: Function
logAction: Function
}
const width = window.innerWidth - chatWidth
const height = window.innerHeight - 70
const config: Phaser.Types.Core.GameConfig = {
parent: "phaser",
backgroundColor: "#eee",
type: Phaser.CANVAS,
width,
height,
input: {
mouse: true,
},
render: {
roundPixels: true,
},
scale: {
mode: Phaser.Scale.RESIZE,
}
}
class Game extends React.Component {
state: {
constructor () {
const docElement = document.documentElement
const width = docElement.clientWidth > config.gameWidth ? config.gameWidth : docElement.clientWidth
const height = docElement.clientHeight > config.gameHeight ? config.gameHeight : docElement.clientHeight
super(width, height, Phaser.CANVAS, 'content', null)
this.state.add('Boot', BootState, false)
this.state.add('Splash', SplashState, false)
this.state.add('Game', GameState, false)
this.state.add('Win', WinState, false)
this.state.start('Boot')
}
}
constructor() {
super(config.gameWidth * config.sizeFactor, config.gameHeight * config.sizeFactor, Phaser.CANVAS, 'content', null)
this.state.add('Boot', BootState, false)
this.state.add('Splash', SplashState, false)
this.state.add('Intro', IntroState, false)
this.state.add('Game', GameState, false)
this.state.add('GameOver', GameOver, false)
this.state.start('Boot')
}
}
constructor () {
const docElement = document.documentElement
const width = docElement.clientWidth > config.gameWidth ? config.gameWidth : docElement.clientWidth
const height = docElement.clientHeight > config.gameHeight ? config.gameHeight : docElement.clientHeight
super(width, height, Phaser.CANVAS, 'content', null, true, false)
this.state.add('Boot', BootState, false)
this.state.add('Loading', LoadingState, false)
this.state.add('Splash', SplashState, false)
this.state.add('Title', TitleState, false)
this.state.add('Play', PlayState, false)
this.state.add('Credits', CreditsState, false)
this.state.add('Help', HelpState, false)
this.state.add('Intro', IntroState, false)
this.state.start('Boot')
}
}