phaser/examples/wip/p21.js

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2014-02-10 16:01:30 +00:00
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }, false);
function preload() {
game.load.image('box', 'assets/sprites/block.png');
}
var world;
var box;
var box2;
var boxShape;
var boxBody;
var boxShape2;
var boxBody2;
var planeShape;
var planeBody;
function p2px(v) {
return v *= -20;
}
function px2p(v) {
return v * -0.05;
}
function create() {
game.renderer.roundPixels = true;
box = game.add.image(300, 200, 'box');
box.anchor.set(0.5);
box2 = game.add.image(300, 10, 'box');
box2.anchor.set(0.5);
world = new p2.World();
boxShape = new p2.Rectangle(px2p(box.width), px2p(box.height));
boxBody = new p2.Body({ mass: 1, position:[px2p(box.x), px2p(box.y)], angularVelocity: 1 });
boxBody.addShape(boxShape);
boxShape2 = new p2.Rectangle(px2p(box2.width), px2p(box2.height));
boxBody2 = new p2.Body({ mass: 1, position:[px2p(box2.x), px2p(box2.y)], angularVelocity: 1 });
boxBody2.addShape(boxShape2);
world.addBody(boxBody);
world.addBody(boxBody2);
// Add a plane
planeShape = new p2.Plane();
planeBody = new p2.Body({ mass: 0, position:[0, px2p(550)] });
// planeBody = new p2.Body();
planeBody.addShape(planeShape);
world.addBody(planeBody);
}
function update() {
// Move physics bodies forward in time
world.step(1/60);
box.x = p2px(boxBody.position[0]);
box.y = p2px(boxBody.position[1]);
box.rotation = boxBody.angle; // Rotate to the box body frame
box2.x = p2px(boxBody2.position[0]);
box2.y = p2px(boxBody2.position[1]);
box2.rotation = boxBody2.angle; // Rotate to the box body frame
}
function render() {
// game.debug.renderText('x: ' + p2px(boxBody.position[0]), 32, 32);
// game.debug.renderText('y: ' + p2px(boxBody.position[1]), 32, 64);
// game.debug.renderText('r: ' + boxBody.angle, 32, 96);
// drawbox();
}
function drawbox() {
var ctx = game.context;
ctx.save();
ctx.translate(game.width/2, game.height/2); // Translate to the center
ctx.scale(50, -50); // Zoom in and flip y axis
ctx.lineWidth = 0.05;
ctx.strokeStyle = 'rgb(255,255,255)';
ctx.beginPath();
var x = boxBody.position[0],
y = boxBody.position[1];
ctx.save();
ctx.translate(x, y); // Translate to the center of the box
ctx.rotate(boxBody.angle); // Rotate to the box body frame
ctx.rect(-boxShape.width/2, -boxShape.height/2, boxShape.width, boxShape.height);
ctx.stroke();
ctx.closePath();
// ctx.restore();
// ctx.save();
// ctx.translate(game.width/2, game.height/2); // Translate to the center
// ctx.scale(50, -50); // Zoom in and flip y axis
// ctx.lineWidth = 0.05;
// ctx.strokeStyle = 'rgb(255,255,255)';
// ctx.beginPath();
// var y = planeBody.position[1];
// ctx.rotate(0); // Rotate to the box body frame
// ctx.moveTo(-game.width, y);
// ctx.lineTo( game.width, y);
// ctx.stroke();
// ctx.closePath();
ctx.restore();
}