phaser/examples/input/keyboard justpressed.js

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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.image('bullet', 'assets/misc/bullet0.png');
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}
var sprite;
var bullet;
var bullets;
var bulletTime = 0;
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function create() {
game.stage.backgroundColor = '#2d2d2d';
bullets = game.add.group();
bullets.createMultiple(10, 'bullet');
bullets.callAll('events.onOutOfBounds.add', 'events.onOutOfBounds', resetBullet, this);
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sprite = game.add.sprite(400, 550, 'phaser');
// Stop the following keys from propagating up to the browser
game.input.keyboard.addKeyCapture([ Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.SPACEBAR ]);
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}
function update() {
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
sprite.body.velocity.x = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
sprite.body.velocity.x = 200;
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}
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
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{
fireBullet();
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}
}
function fireBullet () {
if (game.time.now > bulletTime)
{
bullet = bullets.getFirstExists(false);
if (bullet)
{
bullet.reset(sprite.x + 6, sprite.y - 8);
bullet.body.velocity.y = -300;
bulletTime = game.time.now + 250;
}
}
}
// Called if the bullet goes out of the screen
function resetBullet (bullet) {
bullet.kill();
}