• Jump To … +
    audio.js ball.js breakout-levels.js breakout-scenes.js breakout-sprites.js breakout-ui.js breakout.js cannon.js collision.js disasteroids.js platformer.js platformer.js platformer.js platforms.js runner.js sprite.js touch.js tower_man.js tween.js ui.js
  • breakout.js

  • ¶
    window.addEventListener('load',function() {
    
      var Q = Quintus().include("Sprites, Scenes, Input, Anim, 2D, Audio, Touch, UI")
                       .include("BreakoutUI, BreakoutSprites, BreakoutScenes, BreakoutLevels")
                       .enableSound()
                       .setup({ width: 320, height: 416, downsampleWidth: 640, downsampleHeight: 832  })
                       .touch();
    
      Q.input.mouseControls();
      Q.input.keyboardControls();
    
    
      Q.load([
  • ¶

    Images

         "bg_prerendered.png","tiles.png","logo.png",
  • ¶

    Audio

         "brickDeath.ogg", "countdownBlip.ogg","powerdown.ogg",
         "powerup.ogg", "recover.ogg",
  • ¶

    Data

          "bg.tmx", "sprites.json"
        ],function() { 
          Q.useTiles = window.location.href.indexOf('usetiles') > -1;
  • ¶

    Set up all the sprite sheets

          Q.compileSheets("tiles.png","sprites.json");
  • ¶

    Now add in the animations for the various sprites

          Q.animations("ball", { default: { frames: [0,1,2,3,4], rate: 1/4 } });
          Q.animations("countdown", { 
            countdown: { frames: [ 0,1,2 ], rate: 1.5, trigger: "start", loop: false }
          });
    
          Q.animations("block", { 
            appear: { frames: [ 4,3,2,1,0], rate: 1/3, loop: false },
            hit: { frames: [ 1,2,3,4], rate: 1/4, loop: false, trigger: "destroy" } 
          });
  • ¶

    Go Time

          Q.stageScene("title");
      });
    
      window.Q = Q;
    
    },true);