var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create }); function preload() { game.load.image('title', 'assets/pics/catastrophi.png'); game.load.spritesheet('button', 'assets/buttons/flixel-button.png', 80, 20); game.load.bitmapFont('nokia', 'assets/fonts/bitmapFonts/nokia16black.png', 'assets/fonts/bitmapFonts/nokia16black.xml'); // game.load.audio('sfx', [ 'assets/audio/SoundEffects/fx_mixdown.mp3', 'assets/audio/SoundEffects/fx_mixdown.ogg' ]); game.load.audio('sfx', 'assets/audio/SoundEffects/fx_mixdown.ogg'); } var fx; function create() { game.add.image(0, 0, 'title'); // Here we set-up our audio sprite fx = game.add.audio('sfx'); fx.allowMultiple = true; // And this defines the markers. // They consist of a key (for replaying), the time the sound starts and the duration, both given in seconds. // You can also set the volume and loop state, although we don't use them in this example (see the docs) fx.addMarker('alien death', 1, 1.0); fx.addMarker('boss hit', 3, 0.5); fx.addMarker('escape', 4, 3.2); fx.addMarker('meow', 8, 0.5); fx.addMarker('numkey', 9, 0.1); fx.addMarker('ping', 10, 1.0); fx.addMarker('death', 12, 4.2); fx.addMarker('shot', 17, 1.0); fx.addMarker('squit', 19, 0.3); // Make some buttons to trigger the sounds makeButton('alien death', 600, 100); makeButton('boss hit', 600, 140); makeButton('escape', 600, 180); makeButton('meow', 600, 220); makeButton('numkey', 600, 260); makeButton('ping', 600, 300); makeButton('death', 600, 340); makeButton('shot', 600, 380); makeButton('squit', 600, 420); } function makeButton(name, x, y) { var button = game.add.button(x, y, 'button', click, this, 0, 1, 2); button.name = name; button.scale.set(2, 1.5); button.smoothed = false; var text = game.add.bitmapText(x, y + 7, 'nokia', name, 16); text.x += (button.width / 2) - (text.textWidth / 2); } function click(button) { fx.play(button.name); }