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