phaser/examples/collision/circle vs polygon.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('parsec', 'assets/sprites/parsec.png');
game.load.image('wizball', 'assets/sprites/wizball.png');
game.load.image('spaceman', 'assets/sprites/exocet_spaceman.png');
}
var sprite1;
var sprite2;
var sprite3;
var sprite4;
function create() {
game.stage.backgroundColor = '#2d2d2d';
game.physics.gravity.y = 100;
sprite1 = game.add.sprite(80, 200);
sprite1.body.setPolygon(0,0, 60,0, 100,40, 60,80, 0,80);
sprite1.body.translate(0, 144);
sprite1.body.immovable = true;
sprite1.body.allowGravity = false;
sprite2 = game.add.sprite(450, 300, 'parsec');
sprite2.body.setPolygon(56, -1 , 10, -5 , 1, -13 , 0, -34 , 55, -60 , 122, -78 , 165, -80 , 214, -74 , 285, -71 , 296, -44 , 298, -12 , 292, -5 , 168, -3);
sprite2.body.translate(0, 80);
sprite2.body.immovable = true;
sprite2.body.allowGravity = false;
sprite3 = game.add.sprite(230, 400, 'spaceman');
sprite3.body.setPolygon(34, -172 , 75, -172 , 87, -145 , 121, -52 , 105, -16 , 55, -3 , 9, -19 , 1, -57 , 24, -145);
sprite3.body.translate(0, 175);
sprite3.body.immovable = true;
sprite3.body.allowGravity = false;
sprite4 = game.add.sprite(380, 100, 'wizball');
sprite4.body.setCircle(46);
sprite4.body.collideWorldBounds = true;
sprite4.body.bounce.setTo(0.9, 0.9);
sprite4.body.velocity.setTo(100, 100);
}
function update() {
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game.physics.collide(sprite4, [ sprite1, sprite2, sprite3 ]);
}
function render() {
game.debug.renderBodyInfo(sprite4, 32, 32);
game.debug.renderPhysicsBody(sprite1.body);
game.debug.renderPhysicsBody(sprite2.body);
game.debug.renderPhysicsBody(sprite3.body);
game.debug.renderPhysicsBody(sprite4.body);
}