mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
102 lines
2.5 KiB
JavaScript
102 lines
2.5 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('car', 'assets/sprites/car90.png');
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game.load.image('baddie', 'assets/sprites/space-baddie.png');
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}
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var car;
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var aliens;
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function create() {
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// aliens = game.add.group();
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// for (var i = 0; i < 50; i++)
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// {
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// var s = aliens.create(game.world.randomX, game.world.randomY, 'baddie');
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// s.name = 'alien' + s;
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// s.body.collideWorldBounds = true;
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// s.body.bounce.setTo(0.8, 0.8);
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// s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
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// }
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car = game.add.sprite(0, 300, 'car');
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car.anchor.setTo(0.5, 0.5);
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car.body.collideWorldBounds = true;
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car.body.bounce.setTo(0.8, 0.8);
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car.body.allowRotation = true;
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// car.body.drag.x = 10;
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// car.body.drag.y = 10;
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// car.body.acceleration.x = 10;
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game.input.onDown.add(start, this);
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}
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var s = 0;
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function start() {
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// car.body.velocity.x = 200;
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car.body.acceleration.x = 100;
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s = game.time.now;
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}
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function update() {
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if (car.x >= 400 && car.body.velocity.x > 0)
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{
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car.body.velocity.x = 0;
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car.body.acceleration.x = 0;
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var total = game.time.now - s;
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console.log(game.time.physicsElapsed);
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console.log('total ms', total, 'px/sec', car.x/(total/1000));
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}
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// car.body.velocity.x = 0;
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// car.body.velocity.y = 0;
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// car.body.angularVelocity = 0;
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// car.body.acceleration.x = 0;
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// car.body.acceleration.y = 0;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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car.body.angularVelocity = -200;
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// car.body.acceleration.x = -10;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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car.body.angularVelocity = 200;
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// car.body.acceleration.x = 10;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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// game.physics.accelerationFromRotation(car.rotation, 10, car.body.acceleration);
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// car.body.acceleration.x = 10;
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// car.body.acceleration.copyFrom(game.physics.velocityFromAngle(car.angle, 30));
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// car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300));
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}
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else
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{
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// game.physics.accelerationFromRotation(car.rotation, 10, car.body.acceleration);
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}
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// game.physics.collide(car, aliens);
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}
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function render() {
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game.debug.renderSpriteInfo(car, 32, 32);
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}
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