phaser/examples/wip/grid-drag.js

86 lines
2 KiB
JavaScript
Raw Normal View History

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('block', 'assets/sprites/block.png');
}
var grid = [];
var currentTile = new Phaser.Point();
function create() {
// The block.png is 95x95, so for this we'll create a little grid or it won't fit:
for (var y = 0; y < 5; y++)
{
grid[y] = [];
for (var x = 0; x < 5; x++)
{
// grid[y][x] = game.add.sprite(x * 95, y * 95, 'block');
// coz the grid is empty like
grid[y][x] = null;
}
}
var block1 = game.add.sprite(600, 100, 'block');
block1.name = 'block1';
block1.inputEnabled = true;
block1.input.enableDrag(true);
block1.events.onDragStop.add(dropBlock, this);
var block2 = game.add.sprite(600, 300, 'block');
block2.name = 'block2';
block2.inputEnabled = true;
block2.input.enableDrag(true);
block2.events.onDragStop.add(dropBlock, this);
}
function dropBlock(sprite, pointer) {
// Convert the pointer into a grid location
var x = this.game.math.snapToFloor(pointer.x, 95) / 95;
var y = this.game.math.snapToFloor(pointer.y, 95) / 95;
// Bounds check it
if (x >= 0 && x <= 4 && y >= 0 && y <= 4)
{
// something in there already?
if (grid[y][x] !== null)
{
// This is very hacky - what you SHOULD do is have a Pipe object which has properties startX and startY or something, and snap back to those.
if (sprite.name === 'block1')
{
game.add.tween(sprite).to( { x: 600, y: 100 }, 1000, Phaser.Easing.Linear.None, true);
}
else
{
game.add.tween(sprite).to( { x: 600, y: 300 }, 1000, Phaser.Easing.Linear.None, true);
}
}
else
{
grid[y][x] = sprite;
sprite.inputEnabled = false;
}
}
}
function update() {
// 95 = width and height of the block.png
currentTile.x = this.game.math.snapToFloor(game.input.x, 95) / 95;
currentTile.y = this.game.math.snapToFloor(game.input.y, 95) / 95;
}
function render() {
game.debug.renderText('Tile X: ' + currentTile.x + ' Y: ' + currentTile.y, 32, 32);
}