mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
Fixed issues with the contacts and world bounds. New labs demo created.
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parent
9fcab5ef26
commit
91c0299d4c
4 changed files with 195 additions and 36 deletions
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@ -23,14 +23,15 @@ function create() {
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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// game.physics.gravity.y = 20;
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game.physics.gravity.y = 20;
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game.physics.friction = 0.5;
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game.physics.setBoundsToWorld();
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// game.physics.setBoundsToWorld();
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var playerCG = game.physics.createCollisionGroup();
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var boxCG = game.physics.createCollisionGroup();
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player = game.add.sprite(50, 550, 'dude');
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player.name = 'player';
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player.physicsEnabled = true;
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player.body.fixedRotation = true;
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player.body.setCollisionGroup(playerCG);
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@ -44,6 +45,7 @@ function create() {
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for (var i = 0; i < 10; i++)
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{
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var box = boxes.create(200 + (i * 50), 550, 'box');
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box.name = 'box' + i;
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box.scale.set(0.5);
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box.physicsEnabled = true;
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box.body.setCollisionGroup(boxCG);
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@ -62,7 +64,7 @@ function create() {
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function gotBox(body1, body2, shape1, shape2) {
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console.log('gotBox');
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console.log('gotBox', body1.sprite.name, body2.sprite.name);
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body2.sprite.kill();
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@ -1,5 +1,6 @@
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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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// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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@ -24,26 +25,14 @@ function create() {
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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// map = game.add.tilemap('level1');
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game.physics.gravity.y = 20.0;
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// map.addTilesetImage('tiles-1');
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game.world.setBounds(0, 0, 2000, 600);
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// map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]);
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// layer = map.createLayer('Tile Layer 1');
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// Un-comment this on to see the collision tiles
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// layer.debug = true;
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// layer.resizeWorld();
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// game.physics.setBoundsToWorld();
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// game.physics.gravity.y = 9.78;
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game.physics.setBoundsToWorld(true, true, false, true, false);
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game.physics.world.gravity[1] = -20;
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game.physics.friction = 0.5;
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game.physics.enableBodySleeping = true;
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game.physics.world.solver.stiffness = 1e20;
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game.physics.world.solver.relaxation = 3;
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@ -65,12 +54,12 @@ function create() {
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boxes = game.add.group();
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for (var i = 0; i < 50; i++)
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for (var i = 0; i < 100; i++)
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{
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var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(-200, 400), 'box');
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// box.scale.set(0.5);
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box.scale.set(game.rnd.realInRange(0.2, 0.7));
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var box = boxes.create(game.rnd.integerInRange(200, 1700), game.rnd.integerInRange(-200, 400), 'box');
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box.scale.set(game.rnd.realInRange(0.2, 0.6));
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box.physicsEnabled = true;
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box.body.allowSleep = true;
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box.body.mass = 10;
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box.body.setMaterial(boxMaterial);
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box.body.fixedRotation = true;
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@ -83,10 +72,7 @@ function create() {
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var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
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var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
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console.log(groundCharacterCM);
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console.log(boxGroundCM);
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// game.camera.follow(player);
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game.camera.follow(player);
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cursors = game.input.keyboard.createCursorKeys();
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jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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@ -95,6 +81,8 @@ function create() {
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function update() {
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bg.tilePosition.x = -game.camera.view.x;
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if (cursors.left.isDown)
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{
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player.body.moveLeft(200);
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157
labs/code/009 boxes everywhere.js
Normal file
157
labs/code/009 boxes everywhere.js
Normal file
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@ -0,0 +1,157 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
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game.load.image('background', 'assets/games/starstruck/background2.png');
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game.load.image('box', 'assets/sprites/block.png');
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}
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var player;
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var facing = 'left';
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var jumpTimer = 0;
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var cursors;
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var jumpButton;
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var boxes;
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function create() {
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game.stage.backgroundColor = '#000000';
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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game.physics.gravity.y = 20.0;
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game.world.setBounds(0, 0, 2000, 600);
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game.physics.setBoundsToWorld(true, true, false, true, false);
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game.physics.friction = 0.5;
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game.physics.enableBodySleeping = true;
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game.physics.world.solver.stiffness = 1e20;
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game.physics.world.solver.relaxation = 3;
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// Materials
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var groundMaterial = game.physics.createMaterial('ground');
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var characterMaterial = game.physics.createMaterial('character');
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var boxMaterial = game.physics.createMaterial('box');
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player = game.add.sprite(100, -400, 'dude');
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player.physicsEnabled = true;
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player.body.fixedRotation = true;
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player.body.setMaterial(characterMaterial);
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player.body.mass = 1;
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player.body.damping = 0.5;
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('turn', [4], 20, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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boxes = game.add.group();
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for (var i = 0; i < 100; i++)
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{
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var box = boxes.create(game.rnd.integerInRange(200, 1700), game.rnd.integerInRange(-200, 400), 'box');
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box.scale.set(game.rnd.realInRange(0.2, 0.6));
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box.physicsEnabled = true;
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box.body.allowSleep = true;
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box.body.mass = 10;
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box.body.setMaterial(boxMaterial);
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box.body.fixedRotation = true;
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}
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// Set the material along the ground
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game.physics.setWorldMaterial(groundMaterial);
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var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
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var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
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var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
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game.camera.follow(player);
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cursors = game.input.keyboard.createCursorKeys();
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jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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}
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function update() {
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bg.tilePosition.x = -game.camera.view.x;
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if (cursors.left.isDown)
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{
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player.body.moveLeft(200);
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if (facing != 'left')
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{
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player.animations.play('left');
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facing = 'left';
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}
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}
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else if (cursors.right.isDown)
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{
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player.body.moveRight(200);
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if (facing != 'right')
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{
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player.animations.play('right');
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facing = 'right';
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}
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}
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else
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{
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player.body.velocity.x = 0;
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if (facing != 'idle')
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{
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player.animations.stop();
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if (facing == 'left')
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{
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player.frame = 0;
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}
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else
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{
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player.frame = 5;
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}
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facing = 'idle';
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}
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}
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if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump())
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{
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player.body.moveUp(300);
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jumpTimer = game.time.now + 750;
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}
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}
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function checkIfCanJump(){
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var yAxis = p2.vec2.fromValues(0,1);
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var result = false;
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for(var i=0; i<game.physics.world.narrowphase.contactEquations.length; i++){
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var c = game.physics.world.narrowphase.contactEquations[i];
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if(c.bi === player.body.data || c.bj === player.body.data){
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var d = p2.vec2.dot(c.ni,yAxis); // Normal dot Y-axis
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if(c.bi === player.body.data) d *= -1;
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if(d > 0.5) result = true;
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}
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}
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return result;
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}
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function render () {
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// if (player.debug)
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// {
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// game.debug.renderPhysicsBody(player.body);
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// game.debug.renderBodyInfo(player, 16, 24);
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// }
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}
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@ -149,12 +149,16 @@ Phaser.Physics.World = function (game, config) {
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*/
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this._collisionGroupID = 2;
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this.nothingCollisionGroup = new Phaser.Physics.CollisionGroup(1);
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this.boundsCollisionGroup = new Phaser.Physics.CollisionGroup(2);
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this.everythingCollisionGroup = new Phaser.Physics.CollisionGroup(2147483648);
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this.boundsCollidesWith = [];
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// Group vs. Group callbacks
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// this.setBoundsToWorld(true, true, true, true, false);
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// By default we want everything colliding with everything
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this.setBoundsToWorld(true, true, true, true, false);
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};
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@ -244,8 +248,8 @@ Phaser.Physics.World.prototype = {
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*/
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beginContactHandler: function (event) {
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console.log('beginContactHandler');
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console.log(event);
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// console.log('beginContactHandler');
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// console.log(event);
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if (event.bodyA.id > 1 && event.bodyB.id > 1)
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{
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@ -265,8 +269,8 @@ Phaser.Physics.World.prototype = {
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*/
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endContactHandler: function (event) {
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console.log('endContactHandler');
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console.log(event);
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// console.log('endContactHandler');
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// console.log(event);
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if (event.bodyA.id > 1 && event.bodyB.id > 1)
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@ -388,9 +392,11 @@ Phaser.Physics.World.prototype = {
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if (setCollisionGroup)
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{
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this._wallShapes[0].collisionGroup = this.boundsCollisionGroup.mask;
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// this._wallShapes[0].collisionGroup = this.everythingCollisionGroup.mask;
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// this._wallShapes[0].collisionMask = this.everythingCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[0], [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
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this.bounds.addShape(this._wallShapes[0], [this.game.math.px2pi(-hw), 0], 1.5707963267948966 );
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}
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if (right)
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@ -400,9 +406,11 @@ Phaser.Physics.World.prototype = {
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if (setCollisionGroup)
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{
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this._wallShapes[1].collisionGroup = this.boundsCollisionGroup.mask;
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// this._wallShapes[1].collisionGroup = this.everythingCollisionGroup.mask;
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// this._wallShapes[1].collisionMask = this.everythingCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[1], [this.game.math.px2p(hw), 0], -1.5707963267948966 );
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this.bounds.addShape(this._wallShapes[1], [this.game.math.px2pi(hw), 0], -1.5707963267948966 );
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}
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if (top)
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@ -412,9 +420,11 @@ Phaser.Physics.World.prototype = {
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if (setCollisionGroup)
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{
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this._wallShapes[2].collisionGroup = this.boundsCollisionGroup.mask;
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// this._wallShapes[2].collisionGroup = this.everythingCollisionGroup.mask;
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// this._wallShapes[2].collisionMask = this.everythingCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[2], [0, this.game.math.px2p(-hh)], -3.141592653589793 );
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this.bounds.addShape(this._wallShapes[2], [0, this.game.math.px2pi(-hh)], -3.141592653589793 );
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}
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if (bottom)
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@ -424,9 +434,11 @@ Phaser.Physics.World.prototype = {
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if (setCollisionGroup)
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{
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this._wallShapes[3].collisionGroup = this.boundsCollisionGroup.mask;
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// this._wallShapes[3].collisionGroup = this.everythingCollisionGroup.mask;
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// this._wallShapes[3].collisionMask = this.everythingCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[3], [0, this.game.math.px2p(hh)] );
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this.bounds.addShape(this._wallShapes[3], [0, this.game.math.px2pi(hh)] );
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}
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this.world.addBody(this.bounds);
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