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preloader.js
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var state_preloader = {
preload: function () {
this.lblStatus = game.add.text(game.world.centerX, 100, '...', { fill: '#fff' });
this.lblStatus.anchor.setTo(0.5,0.5);
game.load.onLoadStart.add(this.loadStart, this);
game.load.onFileComplete.add(this.fileComplete, this);
game.load.onLoadComplete.add(this.loadComplete, this);
// load assets
game.load.image('bgstars', 'assets/bgstars.png');
game.load.image('star', 'assets/star.png');
game.load.image('spikes', 'assets/spikes_2.png');
game.load.image('pause', 'assets/pause.png');
game.load.image('starfield', 'assets/starfield.jpg');
game.load.atlas('player', 'assets/p1_walk.png', 'assets/p1_walk.json' );
game.load.image('logo', 'assets/logo.png');
game.load.image('gem_blue', 'assets/hud_gem_blue.png');
game.load.image('platform', 'assets/platform2.png');
game.load.image('diebg', 'assets/diebg.png');
game.load.audio('coin', 'assets/coin.wav');
game.load.audio('bgSound', ['assets/loop4.mp3', 'assets/loop4.wav']);
// fit screen
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.setShowAll();
game.scale.refresh();
},
loadStart: function(){
this.lblStatus.text = "loading...";
},
loaded: 0,
fileComplete: function(){
this.loaded++;
this.lblStatus.text = "loading... (%" + parseInt(100*this.loaded/12).toString() +")";
},
loadComplete:function(){
this.lblStatus.text = "loaded...";
game.state.start('state_menu');
},
create: function(){},
update: function(){}
}
game.state.add('state_preloader', state_preloader);
game.state.start('state_preloader');