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New Splashscreen class
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For terminology sake… Little improvements come with this change too…
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rblopes committed Mar 21, 2015
1 parent 312cc08 commit 4d3796e
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Showing 8 changed files with 53 additions and 52 deletions.
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8 changes: 4 additions & 4 deletions src/scripts/app/data/assets.js
Original file line number Diff line number Diff line change
Expand Up @@ -33,20 +33,20 @@ export default {
'boot': [

{
'key': 'preloader-background',
'key': 'splash-screen',
'type': 'image',
'url': 'images/preloader-background.png'
'url': 'images/splash-screen.png'
},

{
'key': 'preloader-bar',
'key': 'progress-bar',
'type': 'spritesheet',
'frameWidth': 352,
'frameHeight': 32,
'frameMax': 2,
'margin': 8,
'spacing': 8,
'url': 'images/preloader-bar.png'
'url': 'images/progress-bar.png'
}

],
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41 changes: 0 additions & 41 deletions src/scripts/app/objects/Preloader.js

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43 changes: 43 additions & 0 deletions src/scripts/app/objects/SplashScreen.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,43 @@
/*
* SplashScreen
* ============================================================================
*
* Shows a busy, decorated image, containing a widget displaying the resource
* loading progress rate.
*/


import Phaser from 'Phaser';


class SplashScreen extends Phaser.Group {

constructor (game) {
super(game);

this.classType = Phaser.Image;

this.addBackground();
this.addProgressBar();

this.progressFiller = this.addProgressFiller();
}

// --------------------------------------------------------------------------

addBackground () {
return this.create(0, 0, 'splash-screen');
}

addProgressBar () {
return this.create(64, 584, 'progress-bar', 0);
}

addProgressFiller () {
return this.create(64, 584, 'progress-bar', 1);
}

}


export default SplashScreen;
13 changes: 6 additions & 7 deletions src/scripts/app/states/Preload.js
Original file line number Diff line number Diff line change
Expand Up @@ -11,11 +11,11 @@
// including graphics, music and sound effects.
import assets from '../data/assets';

// Then, to make matters easier, I prepared a Preloader prefab, which only
// Then, to make matters easier, I prepared a SplashScreen prefab, which only
// purpose is displaying the decorated, loading screen with the charging
// progress bar, telling at which rate our assets have been loaded. Hopefully,
// that will last long enough so our preloader will just blink on the screen ;)
import Preloader from '../objects/Preloader';
import SplashScreen from '../objects/SplashScreen';


export default class Preload extends Phaser.State {
Expand All @@ -32,8 +32,7 @@ export default class Preload extends Phaser.State {
}

preload () {
// Display the Preloader.
this.preparePreloadStage();
this.showSplashScreen();

// Load all remaining audio and graphical assets.
this.loadGraphicalAssets();
Expand Down Expand Up @@ -62,10 +61,10 @@ export default class Preload extends Phaser.State {
return [];
}

preparePreloadStage () {
var preloader = new Preloader(this.game);
showSplashScreen () {
let splashScreen = new SplashScreen(this.game);

this.load.setPreloadSprite(preloader.preloaderFiller);
this.load.setPreloadSprite(splashScreen.progressFiller);
}

loadGraphicalAssets () {
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