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Top 10 Examples of "phaser in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'phaser' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

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');
/* eslint-disable class-methods-use-this */

import * as Phaser from 'phaser';
import { CST } from '../CST';

export default class MenuScene extends Phaser.Scene {
    constructor() {
        super({
            key: CST.SCENES.MENU,
        });
    }

    init(data) {
        console.log(data);
    }

    create() {
        this.sound.play('title_music', {
            loop: true,
        });

        const lava = this.add.particles('lava').setDepth(1);
import Phaser from 'phaser'
import config from '../config'
import {makeGreen, makeYellow, getRandomCheer} from '../utils'
import Player from '../sprites/Player'
import _ from 'lodash'

export default class extends Phaser.State {
	init() {
		this.game.sound.mute = this.loadSoundMuteState()
		this.skipIntro = this.loadSkipIntro()
		if(this.game.device.desktop) {
			this.jumpInput = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR)
		} else {
			this.jumpInput = this.game.input.pointer1
		}
		this.initialOrientation = this.game.scale.isLandscape ? 'landscape' : 'portrait'
	}

	preload() {
		// load sounds
		this.soundCoin = this.game.add.audio('coin')
		this.soundOuch = this.game.add.audio('ouch')
	}
/* globals __DEV__ */
import Phaser from 'phaser'
import Player from '../sprites/Player'
import Meter from '../sprites/Meter'
import Boomerang from '../sprites/Boomerang'
import Score from '../sprites/Score'
import EndGame from '../sprites/EndGame'
import Button from '../sprites/Button'
import LevelManager from '../sprites/LevelManager'
import ControlsUI from '../sprites/ControlsUI'

export default class extends Phaser.State {
    init() {
    }

    preload() {
    }

    create() {
        const bannerText = 'bmrng'
        let banner = this.add.text(this.world.centerX, this.world.centerY, bannerText)
        banner.font = 'Fugaz One'
        banner.padding.set(10, 16)
        banner.fontSize = 190
        banner.fill = '#e7e8c4'
        banner.smoothed = false
        banner.anchor.setTo(0.5)
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);
const height = 1160;
const ignoreKeys = ['company', 'onboarder', 'player'];

function extractData(obj) {
  return _.reduce(_.keys(obj), function(o, k) {
    var val = obj[k];
    if (!_.isFunction(val) && !_.contains(ignoreKeys, k)) {
      o[k] = val;
    }
    return o;
  }, {});
}

// singleton
const Manager = {
  game: new Phaser.Game(width, height, Phaser.AUTO, 'game', null, true),
  save: function() {
    // juggle some properties to avoid circular refs
    var playerData = extractData(this.player),
        companyData = extractData(this.player.company);
    localStorage.setItem('saveGame', JSON.stringify({
      player: playerData,
      company: companyData
    }));
    var lifetimeProfit = this.player.company.lifetimeRevenue - this.player.company.lifetimeCosts,
        highScore = this.highScore();
    if (lifetimeProfit > highScore) {
      localStorage.setItem('highScore', lifetimeProfit.toString());
    }
  },
  load: function() {
    var data = JSON.parse(localStorage.getItem('saveGame'));
import Phaser from 'phaser'
import { Boot, Game } from 'scenes'

const config = {
  type: Phaser.AUTO,
  parent: 'phaser-example',
  width: 800,
  height: 600,
  scene: [
    Boot,
    Game
  ]
}

const game = new Phaser.Game(config) // eslint-disable-line no-unused-vars
export function createGame(store, socket, gameData, gameState, playerProps) {
  const game = new Game(
    get(gameData, 'config.gameWidth') || 800,
    get(gameData, 'config.gameHeight') || 600,
    Phaser.AUTO,
    'phaser',
    null/* state */,
    false/* transparent */,
    false/* antialias */
  );

  game.state.add('game', new Castle(store, socket, gameData, gameState, playerProps), true/* autoStart */);

  return game;
}
window.onload = function () {
  // aspect ratio - (240/160)= 3:2
  const game = new Phaser.Game(240, 160, Phaser.AUTO, ''); 
  // const game = new Phaser.Game(360, 240, Phaser.AUTO, ''); // experiment

  game.state.add('bootstrap', new Bootstrap(game));
  game.state.add('preload', Preloader);
  game.state.add('mainmenu', MainMenu);
  game.state.add('options', Options);
  game.state.add('options-audio', OptionsAudio);
  game.state.add('credits', Credits);
  game.state.add('loading', Loading);
  game.state.add('intro', Intro);
  game.state.add('act1', Act1);
  game.state.add('act2', Act2);
  game.state.add('act5', Act5);
  game.state.add('gameover', GameOver);

  game.state.start('bootstrap');
import Phaser from "phaser";

import constants from "./config/constants";
import GameScene from "./scenes/game";

const config = {
  type: Phaser.AUTO,
  width: constants.WIDTH,
  height: constants.HEIGHT,
  physics: {
    default: "arcade",
    arcade: {
      gravity: {
        y: 200
      },
      debug: false
    }
  },
  scene: [GameScene]
};

// eslint-disable-next-line no-new
new Phaser.Game(config);

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