New P2 examples. And fixed Camera.atLimit value.

This commit is contained in:
photonstorm 2014-03-12 16:33:53 +00:00
parent fc788f909c
commit 84741f065f
8 changed files with 249 additions and 11 deletions

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Width:  |  Height:  |  Size: 3.2 KiB

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@ -0,0 +1,82 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('stars', 'assets/misc/starfield.jpg');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.spritesheet('diamonds', 'assets/sprites/diamonds32x24x5.png', 32, 24);
}
var ship;
var starfield;
var diamonds;
var cursors;
function create() {
game.world.setBounds(0, 0, 1920, 1200);
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.defaultRestitution = 0.8;
// starfield = game.add.tileSprite(0, 0, 800, 600, 'stars');
// starfield.fixedToCamera = true;
diamonds = game.add.group();
// diamonds.enableBody = true;
// diamonds.physicsBodyType = Phaser.Physics.P2JS;
for (var i = 0; i < 50; i++)
{
// var d = diamonds.create(game.world.randomX, game.world.randomY, 'diamonds', game.rnd.integerInRange(0, 5));
// game.physics.p2.enable(d, true);
var d = diamonds.create(game.world.randomX, game.world.randomY, 'ball');
game.physics.p2.enable(d);
d.body.setCircle(16);
}
ship = game.add.sprite(200, 200, 'ship');
game.physics.p2.enable(ship, true);
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
if (cursors.left.isDown)
{
ship.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(100);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(400);
}
else if (cursors.down.isDown)
{
ship.body.reverse(400);
}
// starfield.tilePosition.add(ship.body.velocity.x / 4, ship.body.velocity.y / 4);
}
function render() {
}

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@ -0,0 +1,65 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('stars', 'assets/misc/starfield.jpg');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
}
var ship;
var starfield;
var cursors;
function create() {
game.world.setBounds(0, 0, 1920, 1200);
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.defaultRestitution = 0.8;
starfield = game.add.tileSprite(0, 0, 800, 600, 'stars');
starfield.fixedToCamera = true;
ship = game.add.sprite(200, 200, 'ship');
game.physics.p2.enable(ship);
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
if (cursors.left.isDown)
{
ship.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(100);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(400);
}
else if (cursors.down.isDown)
{
ship.body.reverse(400);
}
starfield.tilePosition.add(ship.body.velocity.x, ship.body.velocity.y);
}
function render() {
}

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@ -0,0 +1,88 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('stars', 'assets/misc/starfield.jpg');
game.load.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32);
game.load.image('ball', 'assets/sprites/shinyball.png');
}
var ship;
var starfield;
var cursors;
function create() {
game.world.setBounds(0, 0, 1600, 1200);
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.defaultRestitution = 0.9;
starfield = game.add.tileSprite(0, 0, 800, 600, 'stars');
starfield.fixedToCamera = true;
balls = game.add.group();
balls.enableBody = true;
balls.physicsBodyType = Phaser.Physics.P2JS;
for (var i = 0; i < 50; i++)
{
var ball = balls.create(game.world.randomX, game.world.randomY, 'ball');
ball.body.setCircle(16);
}
ship = game.add.sprite(200, 200, 'ship');
ship.scale.set(2);
ship.smoothed = false;
ship.animations.add('fly', [0,1,2,3,4,5], 10, true);
ship.play('fly');
// Create our physics body - a 28px radius circle. Set the 'false' parameter below to 'true' to enable debugging
game.physics.p2.enable(ship, false);
ship.body.setCircle(28);
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
ship.body.setZeroVelocity();
if (cursors.left.isDown)
{
ship.body.moveLeft(200);
}
else if (cursors.right.isDown)
{
ship.body.moveRight(200);
}
if (cursors.up.isDown)
{
ship.body.moveUp(200);
}
else if (cursors.down.isDown)
{
ship.body.moveDown(200);
}
if (!game.camera.atLimit.x)
{
starfield.tilePosition.x += (ship.body.velocity.x * 16) * game.time.physicsElapsed;
}
if (!game.camera.atLimit.y)
{
starfield.tilePosition.y += (ship.body.velocity.y * 16) * game.time.physicsElapsed;
}
}
function render() {
}

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@ -275,25 +275,25 @@ Phaser.Camera.prototype = {
this.atLimit.y = false;
// Make sure we didn't go outside the cameras bounds
if (this.view.x < this.bounds.x)
if (this.view.x <= this.bounds.x)
{
this.atLimit.x = true;
this.view.x = this.bounds.x;
}
if (this.view.right > this.bounds.right)
if (this.view.right >= this.bounds.right)
{
this.atLimit.x = true;
this.view.x = this.bounds.right - this.width;
}
if (this.view.y < this.bounds.top)
if (this.view.y <= this.bounds.top)
{
this.atLimit.y = true;
this.view.y = this.bounds.top;
}
if (this.view.bottom > this.bounds.bottom)
if (this.view.bottom >= this.bounds.bottom)
{
this.atLimit.y = true;
this.view.y = this.bounds.bottom - this.height;

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@ -289,15 +289,18 @@ Phaser.Group.prototype.create = function (x, y, key, frame, exists) {
{
if (this.physicsBodyType === Phaser.Physics.ARCADE)
{
child.body = new Phaser.Physics.Arcade.Body(child);
this.game.physics.arcade.enable(child);
// child.body = new Phaser.Physics.Arcade.Body(child);
}
else if (this.physicsBodyType === Phaser.Physics.NINJA && this.game.physics.ninja)
{
child.body = new Phaser.Physics.Ninja.Body(this.game.physics.ninja, child, 1);
this.game.physics.ninja.enable(child);
// child.body = new Phaser.Physics.Ninja.Body(this.game.physics.ninja, child, 1);
}
else if (this.physicsBodyType === Phaser.Physics.P2JS && this.game.physics.p2)
{
child.body = new Phaser.Physics.P2.Body(this.game, child, x, y, 1);
this.game.physics.p2.enable(child);
// child.body = new Phaser.Physics.P2.Body(this.game, child, x, y, 1);
}
}

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@ -6,7 +6,7 @@
/**
* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
* Please note that TileSprites have no input handler or physics bodies.
* Please note that TileSprites, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
*
* @class Phaser.TileSprite
* @constructor

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@ -130,9 +130,9 @@ Phaser.Physics.P2 = function (game, config) {
}
// Hook into the World events
this.world.on("postStep", this.postStepHandler, this);
this.world.on("postBroadphase", this.postBroadphaseHandler, this);
this.world.on("impact", this.impactHandler, this);
// this.world.on("postStep", this.postStepHandler, this);
// this.world.on("postBroadphase", this.postBroadphaseHandler, this);
// this.world.on("impact", this.impactHandler, this);
this.world.on("beginContact", this.beginContactHandler, this);
this.world.on("endContact", this.endContactHandler, this);