phaser/examples/wip/p28.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('box', 'assets/sprites/block.png');
}
var box;
var box2;
var cursors;
function p2px(v) {
return v *= -20;
}
function px2p(v) {
return v * -0.05;
}
function create() {
game.world.setBounds(0, 0, 1920, 1200);
game.add.sprite(0, 0, 'backdrop');
game.physics.onBodyAdded.add(addedToWorld, this);
box = game.add.sprite(200, 200, 'box');
box.name = 'bob';
box.anchor.set(0.5);
box.physicsEnabled = true;
box2 = game.add.sprite(400, 200, 'box');
box2.name = 'ben';
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
// box2.scale.set(2); // if you need to scale, do it BEFORE enabling physics. You can't do it at run-time.
box2.physicsEnabled = true;
box2.body.setZeroDamping();
box2.body.fixedRotation = true;
game.camera.follow(box2);
cursors = game.input.keyboard.createCursorKeys();
game.physics.defaultRestitution = 0.8;
}
function addedToWorld(body, world) {
console.log('Body added for', body);
}
function update() {
box2.body.setZeroVelocity();
if (cursors.left.isDown)
{
box2.body.moveLeft(400);
}
else if (cursors.right.isDown)
{
box2.body.moveRight(400);
}
if (cursors.up.isDown)
{
box2.body.moveUp(400);
}
else if (cursors.down.isDown)
{
box2.body.moveDown(400);
}
}
function render() {
game.debug.renderText('x: ' + box2.body.velocity.x, 32, 32);
game.debug.renderText('y: ' + box2.body.velocity.y, 32, 64);
// game.debug.renderText('x: ' + p2px(boxBody.position[0]), 32, 32);
// game.debug.renderText('y: ' + p2px(boxBody.position[1]), 32, 64);
// game.debug.renderText('r: ' + boxBody.angle, 32, 96);
// drawbox();
}
function drawbox() {
// var ctx = game.context;
/*
ctx.save();
ctx.translate(game.width/2, game.height/2); // Translate to the center
ctx.scale(50, -50); // Zoom in and flip y axis
ctx.lineWidth = 0.05;
ctx.strokeStyle = 'rgb(255,255,255)';
ctx.beginPath();
var x = boxBody.position[0],
y = boxBody.position[1];
ctx.save();
ctx.translate(x, y); // Translate to the center of the box
ctx.rotate(boxBody.angle); // Rotate to the box body frame
ctx.rect(-boxShape.width/2, -boxShape.height/2, boxShape.width, boxShape.height);
ctx.stroke();
ctx.closePath();
// ctx.restore();
*/
// ctx.save();
// ctx.translate(game.width/2, game.height/2); // Translate to the center
// ctx.scale(20, -20); // Zoom in and flip y axis
// ctx.lineWidth = 0.05;
// ctx.strokeStyle = 'rgb(255,255,255)';
// ctx.beginPath();
// var y = planeBody.position[1];
// ctx.rotate(0); // Rotate to the box body frame
// ctx.moveTo(-game.width, y);
// ctx.lineTo( game.width, y);
// ctx.stroke();
// ctx.closePath();
// ctx.restore();
}