mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
163 lines
3.9 KiB
JavaScript
163 lines
3.9 KiB
JavaScript
|
// mods by Patrick OReilly
|
||
|
// twitter: @pato_reilly
|
||
|
|
||
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||
|
|
||
|
function preload() {
|
||
|
|
||
|
game.load.image('analog', 'assets/tests/fusia.png');
|
||
|
game.load.image('arrow', 'assets/sprites/longarrow2.png');
|
||
|
game.load.image('ball', 'assets/sprites/pangball.png');
|
||
|
game.load.image('hill', 'assets/pics/atari_fujilogo.png');
|
||
|
game.load.image('block', 'assets/sprites/block.png');
|
||
|
game.load.image('wabbit', 'assets/sprites/wabbit.png');
|
||
|
|
||
|
}
|
||
|
|
||
|
var arrow;
|
||
|
var ball;
|
||
|
var catchFlag = false;
|
||
|
var wabbits;
|
||
|
var wab;
|
||
|
var launchVelocity = 0;
|
||
|
var shotCount = 0;
|
||
|
var wabbitCount = 0;
|
||
|
|
||
|
function create() {
|
||
|
|
||
|
// set global gravity
|
||
|
game.physics.gravity.setTo(0, 4);
|
||
|
|
||
|
game.stage.backgroundColor = '#0072bc';
|
||
|
|
||
|
var graphics = game.add.graphics(0, 0);
|
||
|
graphics.beginFill(0x049e0c);
|
||
|
graphics.drawRect(195, 450, 10, 150);
|
||
|
|
||
|
wabbits = game.add.group();
|
||
|
|
||
|
for (var i = 0; i < 5; i++)
|
||
|
{
|
||
|
wab = wabbits.create(game.rnd.integerInRange(575, 650), game.rnd.integerInRange(150, 260), 'wabbit');
|
||
|
wab.name = 'wab' + i;
|
||
|
wab.body.collideWorldBounds = true;
|
||
|
wab.body.mass = 0.1;
|
||
|
wab.body.drag.setTo(50, 50);
|
||
|
}
|
||
|
|
||
|
hill = game.add.sprite(450, 400, 'hill');
|
||
|
hill.body.collideWorldBounds = true;
|
||
|
hill.body.mass = 10;
|
||
|
hill.body.immovable = true;
|
||
|
|
||
|
block = game.add.sprite(575, 300, 'block');
|
||
|
block.body.collideWorldBounds = true;
|
||
|
block.body.mass = 5;
|
||
|
block.body.drag.setTo(100, 100);
|
||
|
|
||
|
analog = game.add.sprite(200, 450, 'analog');
|
||
|
analog.body.allowGravity = false;
|
||
|
analog.width = 8;
|
||
|
analog.rotation = 220;
|
||
|
analog.alpha = 0;
|
||
|
analog.anchor.setTo(0.5, 0.0);
|
||
|
|
||
|
arrow = game.add.sprite(200, 450, 'arrow');
|
||
|
arrow.anchor.setTo(0.1, 0.5);
|
||
|
arrow.body.allowGravity = false;
|
||
|
arrow.alpha = 0;
|
||
|
|
||
|
ball = game.add.sprite(100, 400, 'ball');
|
||
|
ball.anchor.setTo(0.5, 0.5);
|
||
|
ball.inputEnabled = true;
|
||
|
ball.body.collideWorldBounds = true;
|
||
|
ball.body.bounce.setTo(0.9, 0.9);
|
||
|
ball.body.drag.setTo(100, 100);
|
||
|
|
||
|
// Enable input.
|
||
|
ball.input.start(0, true);
|
||
|
ball.events.onInputDown.add(set);
|
||
|
ball.events.onInputUp.add(launch);
|
||
|
|
||
|
}
|
||
|
|
||
|
function set(ball, pointer) {
|
||
|
|
||
|
ball.body.velocity.setTo(0, 0);
|
||
|
ball.body.allowGravity = false;
|
||
|
catchFlag = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
function launch() {
|
||
|
|
||
|
catchFlag = false;
|
||
|
shotCount++;
|
||
|
arrow.alpha = 0;
|
||
|
analog.alpha = 0;
|
||
|
Xvector = (arrow.x - ball.x) * 4.1;
|
||
|
Yvector = (arrow.y - ball.y) * 4.1;
|
||
|
ball.body.allowGravity = true;
|
||
|
ball.body.velocity.setTo(Xvector,Yvector);
|
||
|
|
||
|
}
|
||
|
|
||
|
function update() {
|
||
|
|
||
|
arrow.rotation = game.physics.angleBetween(arrow, ball);
|
||
|
|
||
|
if (catchFlag == true)
|
||
|
{
|
||
|
// Track the ball sprite to the mouse
|
||
|
ball.x = game.input.activePointer.worldX;
|
||
|
ball.y = game.input.activePointer.worldY;
|
||
|
|
||
|
arrow.alpha = 1;
|
||
|
analog.alpha = 0.5;
|
||
|
analog.rotation = arrow.rotation - 3.14 / 2;
|
||
|
analog.height = game.physics.distanceToPointer(arrow);
|
||
|
launchVelocity = analog.height;
|
||
|
}
|
||
|
|
||
|
game.physics.collide(ball, wabbits);
|
||
|
game.physics.collide(wabbits, wabbits);
|
||
|
game.physics.collide(wabbits, hill);
|
||
|
game.physics.collide(ball, hill);
|
||
|
game.physics.collide(block, hill);
|
||
|
game.physics.collide(block, ball);
|
||
|
game.physics.collide(block, wabbits);
|
||
|
|
||
|
// check wabbits
|
||
|
var wabs = 0;
|
||
|
|
||
|
for (var i = 0; i < 5; i++)
|
||
|
{
|
||
|
thisWab = wabbits.getAt(i);
|
||
|
|
||
|
if (thisWab.x > 770 && thisWab.y > 400)
|
||
|
{
|
||
|
thisWab.alive = false;
|
||
|
wabs++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wabbitCount = 5 - wabs;
|
||
|
|
||
|
console.log(ball.body.y, ball.body.motionVelocity.y);
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
game.debug.renderSpriteCollision(ball, 32, 32);
|
||
|
|
||
|
// var graphics = game.add.graphics(0, 0);
|
||
|
// game.context.fillStyle = 'rgba(0,0,255,0.5)';
|
||
|
// game.context.fillRect(770, 400, 30, 200);
|
||
|
// game.debug.renderText("Drag the ball to launch", 32, 32);
|
||
|
// game.debug.renderText("Try to get all 5 wabbits in the blue area with the least number of shots", 32, 64);
|
||
|
// game.debug.renderText("Shot Count: " + shotCount, 32, 96);
|
||
|
// game.debug.renderText("Wabbits Left: " + wabbitCount, 32, 128);
|
||
|
|
||
|
}
|