2014-02-12 19:45:09 +00:00
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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('backdrop', 'assets/pics/remember-me.jpg');
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game.load.image('box', 'assets/sprites/block.png');
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}
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var box;
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var box2;
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var cursors;
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function p2px(v) {
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return v *= -20;
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}
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function px2p(v) {
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return v * -0.05;
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}
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function create() {
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2014-02-13 14:19:41 +00:00
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game.world.setBounds(0, 0, 1920, 1200);
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2014-02-12 19:45:09 +00:00
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game.add.sprite(0, 0, 'backdrop');
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game.physics.onBodyAdded.add(addedToWorld, this);
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box = game.add.sprite(200, 200, 'box');
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box.name = 'bob';
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box.anchor.set(0.5);
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box.physicsEnabled = true;
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box2 = game.add.sprite(400, 200, 'box');
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box2.name = 'ben';
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box2.anchor.set(0.5); // if using physics you nearly always need to anchor from the center like this unless you don't need rotation
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// box2.scale.set(2); // if you need to scale, do it BEFORE enabling physics. You can't do it at run-time.
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box2.physicsEnabled = true;
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box2.body.setZeroDamping();
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box2.body.fixedRotation = true;
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game.camera.follow(box2);
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cursors = game.input.keyboard.createCursorKeys();
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game.physics.defaultRestitution = 0.8;
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}
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function addedToWorld(body, world) {
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console.log('Body added for', body);
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}
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function update() {
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box2.body.setZeroVelocity();
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if (cursors.left.isDown)
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{
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box2.body.moveLeft(400);
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}
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else if (cursors.right.isDown)
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{
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box2.body.moveRight(400);
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}
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if (cursors.up.isDown)
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{
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box2.body.moveUp(400);
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}
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else if (cursors.down.isDown)
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{
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box2.body.moveDown(400);
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}
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}
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function render() {
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game.debug.renderText('x: ' + box2.body.velocity.x, 32, 32);
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game.debug.renderText('y: ' + box2.body.velocity.y, 32, 64);
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// game.debug.renderText('x: ' + p2px(boxBody.position[0]), 32, 32);
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// game.debug.renderText('y: ' + p2px(boxBody.position[1]), 32, 64);
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// game.debug.renderText('r: ' + boxBody.angle, 32, 96);
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// drawbox();
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}
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function drawbox() {
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// var ctx = game.context;
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/*
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ctx.save();
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ctx.translate(game.width/2, game.height/2); // Translate to the center
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ctx.scale(50, -50); // Zoom in and flip y axis
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ctx.lineWidth = 0.05;
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ctx.strokeStyle = 'rgb(255,255,255)';
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ctx.beginPath();
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var x = boxBody.position[0],
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y = boxBody.position[1];
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ctx.save();
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ctx.translate(x, y); // Translate to the center of the box
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ctx.rotate(boxBody.angle); // Rotate to the box body frame
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ctx.rect(-boxShape.width/2, -boxShape.height/2, boxShape.width, boxShape.height);
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ctx.stroke();
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ctx.closePath();
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// ctx.restore();
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*/
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// ctx.save();
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// ctx.translate(game.width/2, game.height/2); // Translate to the center
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// ctx.scale(20, -20); // Zoom in and flip y axis
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// ctx.lineWidth = 0.05;
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// ctx.strokeStyle = 'rgb(255,255,255)';
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// ctx.beginPath();
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// var y = planeBody.position[1];
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// ctx.rotate(0); // Rotate to the box body frame
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// ctx.moveTo(-game.width, y);
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// ctx.lineTo( game.width, y);
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// ctx.stroke();
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// ctx.closePath();
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// ctx.restore();
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}
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