#!/bin/bash
browser="google-chrome"
if [ "$1" != "" ]
then
mkdir "$1"
cd "$1"
fi
mkdir -p js css res/sounds res/sprites res/images res/music
#get phaser
wget "https://raw.githubusercontent.com/photonstorm/phaser/master/build/phaser.js" -O "js/phaser.js"
#get some resources
wget "http://files.gamebanana.com/img/ico/sprays/mario_tux_3.png" -O res/images/image1.png
#music by http://multi8it.blogspot.com/
wget "https://github.com/metalx1000/Phaser_Game_Template/blob/master/res/music/music.mp3?raw=true" -O res/music/music1.mp3
ffmpeg -i res/music/music1.mp3 res/music/music1.ogg
#create index
cat << EOF > index.html
<!DOCTYPE html><html><head>
<!-- Include stylesheets -->
<link rel="stylesheet" href="css/main.css">
<!-- Include Phaser library -->
<script src="js/phaser.js"></script>
<!-- Include the Game libraries -->
<script src="js/main.js"></script></head><body></body></html>
EOF
#create basic CSS
cat << EOC > css/main.css
body{
width: 800px;
margin: 0px auto;
background-color:black;
}
EOC
#create main JS
cat << EOJ > js/main.js
var game = new Phaser.Game(1280, 720, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update});
var centerx = game.width / 2;
var centery = game.height / 2;
function preload() {
// You can fill the preloader with as many assets as your game requires
// Here we are loading an image. The first parameter is the unique
// string by which we'll identify the image later in our code.
// The second parameter is the URL of the image (relative)
game.load.image('image1', 'res/images/image1.png');
game.load.audio('music', ['res/music/music1.ogg', 'res/music/music1.mp3']);
}
function create() {
// This creates a simple sprite that is using our loaded image and
// displays it on-screen
image = game.add.sprite(centerx, centery, 'image1');
image.scale.setTo(0.5,0.5);
image.anchor.setTo(0.5, 0.5);
// Play some music
music = game.add.audio('music');
music.play('',0,1,true);
// start fullscreen on click
game.input.onDown.add(go_fullscreen, this);
}
function update(){
//this is where things are updated
}
function go_fullscreen(){
game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.startFullScreen();
}
EOJ
#$browser localhost