espace Posted November 30, 2017 Share Posted November 30, 2017 hi, is there anybody here who have a good link for snippets who works with phaser and vim ? i don't fin something cool... Quote Link to comment Share on other sites More sharing options...
espace Posted December 1, 2017 Author Share Posted December 1, 2017 Good ! since no one is there i created them myself my snippets on vim pity that few use the best text editor in the world ! => vim +++++++++++ //path ~/.vim/plugged/vim-snippets/snippets/javascript/javascript-phaser.snippets hope this will serve somebody # var declaration snippet va => var name; var ${1:name}; # Function snippet fu => var name_function=function(arg){}; var ${1:function_name}=function (${2}) { ${0:${VISUAL}} }; # play function snippet pfu ${1:function_name}(${2:argument}); # dot function snippet dfu ${1:function_name}: function(${2:argument}) { ${0:${VISUAL}} } # object snippet ob var ${1:tableau}={${0:elements}}; # object for tableau snippet obf ${1:obj}[${0:number}]; # array snippet ar var ${1:array}=[${0:elements}]; # flag snippet fl ${1:var }${2:flag}=true; # this snippet th this.${1:name}=${0:something}; # sprite.param snippet param ${1:this.}${2:sprite}.${3:param}=${0:value}; # if condition snippet if if (${1:condition} { ${0:${VISUAL}} }; # if condition simple snippet ifs ${1:condition} && ${0:action}; # ternary condition snippet cond ${1:condition} ? ${2:action1} : ${3:action2}; # if else snippet ife if (${1:condition} { ${0:${VISUAL}} }else{ }; # for snippet fo for (var i = 0; i < ${1:3}; i++){ ${2:sprite}[i]=${0:${VISUAL}}; } # sprite snippet sp ${1:var }${2:sprite}=game.add.sprite(${3:100},${4:100},'${5:image}'); $1$2.anchor.setTo(0.5,0.5); $1$2.alpha=1; $1$2.visible=true; # comment snippet co // ${0:${VISUAL}} # ligne comment snippet li // ------------------------------------- // ${0:${VISUAL}} // ------------------------------------- # Todo snippet to //TODO : ${0:${VISUAL}} # case snippet ca switch(${1:condition}){ case 0: ${2:action}; break; default: ${0:action_default}; break; } # delay snippet de game.time.events.add( ${1:time},this.${0:function},this ); # loop snippet lo game.time.events.loop( ${1:time},this.${0:function},this ); # method_prototype snippet me ${1:class_name}.prototype.${2:method_name} = function(${3}) { ${0:${VISUAL}} }; # prototype snippet pr ${1:_sprite} = function(game,posx,posy,${2:picture}){ this.$2='$2', this.posx=posx; this.posy=posy; //call the class sprite from Phaser Phaser.Sprite.call(this,game,this.posx,this.posy,this.picture); this.anchor.setTo(0.5,0.5); this.scale.setTo(1,1); game.add.existing(this); }; $1.prototype=Object.create(Phaser.Sprite.prototype); $1.prototype.${2:method_name}=function(){ ${0:${VISUAL}} }; # prototype evolved snippet pre //example of prototype => a simple sprite ${1:_sprite} = function(game,posx,posy,${2:picture}){ this.$2='$2', this.posx=posx; this.posy=posy; //call the class sprite from Phaser Phaser.Sprite.call(this,game,this.posx,this.posy,this.picture); this.anchor.setTo(0.5,0.5); this.scale.setTo(1,1); game.add.existing(this); }; $1.prototype=Object.create(Phaser.Sprite.prototype); $1.prototype.${3:method_name}=function(){ ${0:${VISUAL}} }; //use another prototype but with the previous parameter from _sprite:inheritance ${4:_extend_sprite}=function(game,posx,posy,picture,${5:another_feature}){ //call the first prototype $1.call(this,game,posx,posy,picture); this.$5=$5; }; $4.prototype=Object.create($1.prototype); // add a new characteritic to this prototype $4.prototype.show_super_power=function(){ alert(this.$5); }; # state snippet st var ${1:name_state}={ preload: function() { ${2:${VISUAL}} }, create: function() { ${3:${VISUAL}} }, update: function() { ${0:${VISUAL}} }, } # phaser template snippet ph var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('${1:image_name}', 'assets/sprites/$1.png'); } var ${2:sprite}; var ${3:another_sprite}; function create() { //start physics system here ${0:${VISUAL}} $2 = game.add.sprite(200, 300, '$1', 2); $2.anchor.set(0.5); game.physics.enable($2, Phaser.Physics.ARCADE); $2.body.immovable = true; $3 = game.add.sprite(600, 270, '$1'); game.physics.enable($3, Phaser.Physics.ARCADE); game.add.tween($2.scale).to( { x: 3, y: 3 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true); } function update() { $3.body.velocity.x = -200; game.physics.arcade.collide($2, $3); } function render() { } # random snippet ra game.rnd.integerInRange(0,${0:value}); # audio snippet au var ${1:music}=game.add.audio('${2:sound}'); $1.volume=${0:1}; $1.play(); # button snippet bu this.${1:button}=game.add.button(this.${2:posx},this.${3:posy},this.${4:image},this.${5:anim_on_click},this,0,1,2); this.$1.visible=${6:false}; this.$1.anchor.setTo(0.5,0.5); this.$1.scale.setTo(0,0); this.${0:flag}=true; # particles snippet pa this.${1:name_particle} = game.add.emitter(${2:100},${3:200}); this.$1.makeParticles("${4:image_particle}"); this.$1.minParticleSpeed.setTo(-900,900); this.$1.maxParticleSpeed.setTo(900,-900); this.$1.setAlpha(0.5,0.1); this.$1.minParticleScale = 0.1; this.$1.maxParticleScale = 0.4; this.$1.minRotation = 0; this.$1.maxRotation = 0; this.$1.on=false; //game.time.events.add(600,function(){this.$1.start(true,2950,null,5);},this); # text snippet te this.${1:text}=game.add.bitmapText(${2:posx},${3:posy},'${4:font}',${5:message},${6:size}); this.$1.anchor.setTo(0.5,0.5); game.add.existing(this.$1); #tween snippet tw this.tween_position_${1:identifier} = game.add.tween(${2:obj}).to({x:${3:100},y:${4:400}},${5:1100},Phaser.Easing.${6:Linear.none},true,${7:900}); this.tween_scale_$1 = game.add.tween($2.scale).to({x:${8:1.5},y:${9:1.5}},$5,Phaser.Easing.$6,true,$7); this.tween_alpha_$1 = game.add.tween($2).to({alpha:${10:1}},$5,Phaser.Easing.Linear.$6,true,$7); this.tween_rotate_$1 = game.add.tween($2).to({angle:${11:45}},$5,Phaser.Easing.$6},true,$7}); # copyright snippet copyright /* jshint expr: true */ /* jshint esnext: true */ /* ************************************************************************* * ${1:application_name} * __________________ * * [${2:begin_year}] - [${3:now year}] ${4:name company} * All Rights Reserved. * * NOTICE: All information contained herein is, and remains * the property of $4 and its suppliers, * if any. The intellectual and technical concepts contained * herein are proprietary to $4 * and its suppliers and may be covered by Europe law and Foreign Patents, * patents in process, and are protected by trade secret or copyright law. * Dissemination of this information or reproduction of this material * is strictly forbidden unless prior written permission is obtained * from $4 - ${5:mail} - ${6:tel} * ${7:adress} */ mattstyles 1 Quote Link to comment Share on other sites More sharing options...
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