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

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'phaser-ce' 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.

onUp(pointer) {
    const { navMesh, spriteGroup } = this;
    const isRightButton = pointer.rightButton.isDown;
    const { withinGame, worldX, worldY } = pointer;
    const paths = [];

    if (!withinGame || !isRightButton || !navMesh) {
      return;
    }

    const destination = new Point(worldX, worldY);
    spriteGroup.forEachAlive(sprite => {
      const { position, width, height } = sprite;
      const size = Math.max(width, height);
      const path = navMesh.getPath(position, destination, size);

      // If no path found, do nothing with the sprite
      if (!path) {
        return sprite.addPath([]);
      }

      paths.push(path);
      sprite.addPath(path);
    }, this);

    this.renderPaths(paths);
  }
/*
 * Star
 * ====
 *
 * Individual star paritcles in the background star emitters
 */
import Phaser from 'phaser-ce';
console.log(Phaser)
export default class Star extends Phaser.Particle {

    constructor(game, x, y) {
        super(game, x, y, Star.getTexture(game));

        this.checkWorldBounds = true;
        this.events.onOutOfBounds.add(this.__resetPos, this);
    }

    __resetPos() {
        this.x = this.game.world.width * Math.random();
        this.y = 0;
    }

    static getTexture(game) {
        const radius = 12;
import Phaser from 'phaser-ce'
import config from '../config'
import Keyboard from '../objects/Keyboard'
import { makeGreen } from '../utils'
import Db from '../objects/Db'

export default class extends Phaser.State {
    init(action, finalScore = 300, highScore = 0) {
        this.game.add.plugin(window.PhaserInput.Plugin)

        this.jumpInputs = Keyboard.addKeyboard(this.game)
        this.enterKey = Keyboard.addEnter(this.game)

        this.action = action
        this.finalScore = finalScore
        this.highScore = highScore
        this.db = new Db(this.game)
    }

    create() {
        const game = this.game
        const { width, height } = game
        const { lg, xl, center } = config.text
updateMarker({ leftButton, worldX, worldY }, originalEvent, c) {
    const { tileLayer, tileMap } = this;

    if (this.isSpriteStamp) {
      return this.updateSprite(leftButton, worldX, worldY);
    }
    this.stamp && this.stamp.clear();

    const tile = Math.floor(PhaserMath.random(0, COLLISION_INDICES.length));

    const x = tileLayer.getTileX(worldX) * TILE_SIZE;
    const y = tileLayer.getTileY(worldY) * TILE_SIZE;

    if (leftButton.isDown) {
      tileMap.putTile(tile, tileLayer.getTileX(x), tileLayer.getTileY(y), tileLayer);
      this.updateNavMesh(1000);
    }
  }
const startAtY = 3;
    const yLength = startAtY + 10;
    let y = startAtY;
    let xLength;
    let x;
    let tileIndex;

    for (y; y < yLength; y++) {
      x = startAtX;
      xLength = startAtX + 20;
      for (x; x < xLength; x++) {
        if (x !== startAtX && y !== startAtY && x !== xLength - 4 && y !== yLength - 1) {
          continue;
        }

        tileIndex = Math.floor(PhaserMath.random(0, COLLISION_INDICES.length));
        tileMap.putTile(tileIndex, x, y, tileLayer);
      }
    }
  }
PhaserCEBridge.prototype.isMySkin = function (skin) {
        return skin instanceof PIXI.DisplayObject;
    };
    /**
public isMySkin(skin:any):boolean
    {
        return skin instanceof PIXI.DisplayObject;
    }
constructor(game, x, y, group, tileLayer) {
    super(game, x, y, 'agent');
    this.path = DEFAULT_PATH;
    this.anchor.setTo(ANCHOR, ANCHOR);
    this.tileLayer = tileLayer;
    game.physics.enable(this, Physics.ARCADE);
    game.world.bringToTop(this);
    group.add(this);
  }
import 'phaser';

import { Game } from 'phaser-ce';
import DemoState from './demoState';

const config = {
  width: 800,
  height: 600,
  renderer: Phaser.AUTO,
  parent: '',
  transparent: false,
  antialias: true,
  physicsConfig: { arcade: true }
};

const game = new Game(config);
game.state.add('demo', DemoState);
game.state.start('demo');
this.drawAllGround();
    this.drawInitGrid();
    this.updateNavMesh();

    game.input.addMoveCallback(this.updateMarker, this);
    game.input.onUp.add(this.onUp, this);
    game.canvas.oncontextmenu = this.onRightClick;

    this.cursors = game.input.keyboard.createCursorKeys();
    this.isSpriteStamp = false;
    this.spriteUUIDs = [];
    game.input.keyboard.addKey(Keyboard.P).onDown.add(() => game.paused = !game.paused, this);
    game.input.keyboard.addKey(Keyboard.SPACEBAR).onDown.add(() => game.paused = !game.paused, this);
    game.input.keyboard.addKey(Keyboard.S).onDown.add(() => this.isSpriteStamp = !this.isSpriteStamp);
    game.input.keyboard.addKey(Keyboard.K).onDown.add(() => this.removeSprite());

    this.spriteGroup = new Phaser.Group(game);

    new DemoSprite(game, 200, 500, this.spriteGroup, this.tileLayer);
  }

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