phaser/wip/phaser tests/camera fx/shake.ts

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2013-07-13 11:38:59 +00:00
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../build/phaser-fx.d.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('background', 'assets/pics/remember-me.jpg');
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
myGame.loader.load();
}
var car: Phaser.Sprite;
var shake: Phaser.FX.Camera.Shake;
function create() {
myGame.add.sprite(0, 0, 'background');
car = myGame.add.sprite(400, 300, 'car');
// Add our effect to the camera
shake = <Phaser.FX.Camera.Shake> myGame.camera.fx.add(Phaser.FX.Camera.Shake);
myGame.onRenderCallback = render;
}
function update() {
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
}
// Shake the camera when the car hits the edges, a different intensity per edge
if (car.x < 0)
{
shake.start();
car.x = 0;
}
else if (car.x > myGame.world.width)
{
shake.start(0.02);
car.x = myGame.world.width - car.width;
}
if (car.y < 0)
{
shake.start(0.07, 1);
car.y = 0;
}
else if (car.y > myGame.world.height)
{
shake.start(0.1);
car.y = myGame.world.height - car.height;
}
}
function render() {
myGame.camera.renderDebugInfo(32, 32);
}
})();