phaser/Tests/physics/body1.js

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/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/physics/advanced/Manager.ts" />
/// <reference path="../../Phaser/physics/advanced/shapes/Box.ts" />
/// <reference path="../../Phaser/physics/advanced/shapes/Circle.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('xatari', 'assets/sprites/atari800xl.png');
game.load.image('card', 'assets/sprites/mana_card.png');
game.load.image('atari', 'assets/sprites/shinyball.png');
game.load.start();
}
var debug;
var atari;
var card;
var physics;
var circle;
var walls;
var t;
function create() {
//atari = game.add.sprite(200, 100, 'atari');
// need to get the physics bounds around the sprite center, regardless of origin
//atari.transform.origin.setTo(0.5, 0.5);
//card = game.add.sprite(500, 300, 'card');
physics = new Phaser.Physics.Advanced.Manager(game);
//Phaser.Physics.Advanced.Manager.debug = debug;
walls = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_STATIC, 0, 0);
walls.game = game;
//walls.addBox(250, 200, 500, 20, 0, 1, 1);
//staticBody.addShape(new ShapeBox(0, 0.2, 20.48, 0.4));
// * 0.02 p2m
// * 50 m2p
walls.addBox(0, 500, 1024, 20, 0, 1, 1);
//walls.transform.setRotation(game.math.degreesToRadians(4));
//walls.fixedRotation = true;
// position is in relation to the containing body! don't forget this
//ground = walls.addShape(new Phaser.Physics.Advanced.Shapes.Box(400, 500, 500, 20));
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 0.2, 20.48, 0.4));
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 15.16, 20.48, 0.4));
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(-10.04, 7.68, 0.4, 14.56));
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(10.04, 7.68, 0.4, 14.56));
//walls.resetMassData();
physics.space.addBody(walls);
// Add a circle
//circle = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, 200, 100);
//circle.game = game;
//circle.addCircle(32, 0, 0, 0.5);
//physics.space.addBody(circle);
t = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, 300, 100);
//t.fixedRotation = true;
t.game = game;
t.addBox(0, 0, 20, 20, 0.5, 1, 1);
//t.addCircle(32, 0, 0, 0.8);
//t.addTriangle(0, 0, 1, 1, 2, 2);
//t.addPoly([{ x: -0.8, y: 0.48 }, { x: -0.8, y: 0 }, { x: 0.8, y: 0 }, { x: 0.8, y: 0.32 }, { x: 0, y: 0.84 }, { x: -0.56, y: 0.84 }], 1, 1, 6);
//t.addPoly([{ x: -0.8, y: 0.48 }, { x: -0.8, y: 0 }, { x: 0.8, y: 0 }, { x: 0.8, y: 0.32 }, { x: 0, y: 0.84 }, { x: -0.56, y: 0.84 }], 0.5, 1, 1);
//t.transform.setRotation(game.math.degreesToRadians(45));
//t.fixedRotation = true;
physics.space.addBody(t);
game.input.onTap.add(step, this);
}
function step() {
physics.update();
}
function update() {
//if (physics.space.stepCount < 90)
//{
physics.update();
//}
//atari.x = physics.metersToPixels(circle.position.x);
//atari.y = physics.metersToPixels(circle.position.y);
//atari.rotation = physics.metersToPixels(circle.angle);
// force moves without rotating
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
circle.applyAngularImpulse(-0.02);
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
circle.applyAngularImpulse(0.02);
}
/*
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
circle.applyForceToCenter(new Phaser.Vec2(-8, 0));
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
circle.applyForceToCenter(new Phaser.Vec2(8, 0));
}
*/
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
circle.applyForceToCenter(new Phaser.Vec2(0, -10));
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
circle.applyForceToCenter(new Phaser.Vec2(0, 5));
}
//console.log(circle.velocity.x, circle.velocity.y);
//console.log('p', circle.position.x, circle.position.y);
}
function renderBounds(body) {
game.stage.context.fillStyle = 'rgba(0,255,200,0.2)';
game.stage.context.fillRect(body.bounds.x, body.bounds.y, body.bounds.width, body.bounds.height);
}
function renderCircle(shape) {
game.stage.context.beginPath();
game.stage.context.arc(shape.tc.x * 50, shape.tc.y * 50, shape.radius * 50, 0, Math.PI * 2, false);
if(shape.body.isAwake) {
game.stage.context.fillStyle = 'rgba(0,255,0, 0.3)';
} else {
game.stage.context.fillStyle = 'rgba(100,100,100, 0.1)';
}
game.stage.context.fill();
game.stage.context.closePath();
}
function drawPolygon(ctx, shape, lineWidth, fillStyle) {
var verts = shape.tverts;
var body = shape.body;
ctx.beginPath();
ctx.moveTo(body.position.x + verts[0].x * 50, body.position.y + verts[0].y * 50);
for(var i = 0; i < verts.length; i++) {
ctx.lineTo(body.position.x + verts[i].x * 50, body.position.y + verts[i].y * 50);
}
ctx.lineTo(body.position.x + verts[verts.length - 1].x * 50, body.position.y + verts[verts.length - 1].y * 50);
ctx.closePath();
ctx.fillStyle = fillStyle;
ctx.fill();
}
function render() {
//game.stage.context.fillStyle = 'rgb(255,255,0)';
//game.stage.context.fillText('x: ' + t.position.x + ' y: ' + t.position.y, 32, 32);
//game.stage.context.fillText('vx: ' + t.velocity.x + ' vy: ' + t.velocity.y, 32, 64);
//game.stage.context.fillText('x: ' + t.bounds.x + ' y: ' + t.bounds.y, 32, 32);
//game.stage.context.fillText('vx: ' + t.velocity.x + ' vy: ' + t.velocity.y, 32, 64);
//renderCircle(circle.shapes[0]);
//renderBounds(circle);
drawPolygon(game.stage.context, walls.shapes[0], 1, 'rgb(0,255,255)');
//drawPolygon(game.stage.context, walls.shapes[1], 1, 'rgb(0,255,255)');
//renderCircle(t.shapes[0]);
drawPolygon(game.stage.context, t.shapes[0], 1, 'rgb(255,255,255)');
//renderBounds(t);
}
})();