/// /// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); function init() { game.load.image('nashwan', 'assets/sprites/xenon2_ship.png'); game.load.image('starfield', 'assets/misc/starfield.jpg'); game.load.image('jet', 'assets/sprites/particle1.png'); game.load.image('bullet', 'assets/misc/bullet1.png'); game.load.start(); } var scroller; var emitter; var ship; var bullets; var speed = 0; var fireRate = 0; var shipMotion; function create() { scroller = game.add.scrollZone('starfield', 0, 0, 1024, 1024); emitter = game.add.emitter(game.stage.centerX + 16, game.stage.centerY + 12); emitter.makeParticles('jet', 250, false, 0); emitter.setRotation(0, 0); // Looks like a smoke trail! //emitter.globalCompositeOperation = 'xor'; // Looks way cool :) emitter.texture.globalCompositeOperation = 'lighter'; bullets = game.add.group(50); // Create our bullet pool for(var i = 0; i < 50; i++) { var tempBullet = new Phaser.Sprite(game, game.stage.centerX, game.stage.centerY, 'bullet'); tempBullet.exists = false; tempBullet.transform.rotationOffset = 90; //tempBullet.setBounds(-100, -100, 900, 700); //tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL; bullets.add(tempBullet); } ship = game.add.sprite(game.stage.centerX, game.stage.centerY, 'nashwan', Phaser.Types.BODY_DYNAMIC); ship.transform.origin.setTo(0.5, 0.5); // We do this because the ship was drawn facing up, but 0 degrees is pointing to the right ship.transform.rotationOffset = 90; game.input.onDown.add(test, this); } function test(event) { game.stage.scale.startFullScreen(); } function update() { ship.body.angularVelocity = 0; if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { ship.body.angularVelocity = -200; } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { ship.body.angularVelocity = 200; } if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { speed += 0.1; if(speed > 10) { speed = 10; } } else { speed -= 0.1; if(speed < 0) { speed = 0; } } shipMotion = game.motion.velocityFromAngle(ship.rotation, speed); scroller.setSpeed(shipMotion.x, shipMotion.y); // emit particles if(speed > 2) { // We use the opposite of the motion because the jets emit out the back of the ship // The 20 and 30 values just keep them nice and fast emitter.setXSpeed(-(shipMotion.x * 20), -(shipMotion.x * 30)); emitter.setYSpeed(-(shipMotion.y * 20), -(shipMotion.y * 30)); emitter.emitParticle(); } if(game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { fire(); } } function render() { ship.body.renderDebugInfo(32, 32); } function recycleBullet(bullet) { if(bullet.exists && bullet.x < -40 || bullet.x > 840 || bullet.y < -40 || bullet.y > 640) { bullet.exists = false; } } function fire() { if(game.time.now > fireRate) { var b = bullets.getFirstAvailable(); b.x = ship.x; b.y = ship.y - 26; var bulletMotion = game.motion.velocityFromAngle(ship.rotation, 400); b.revive(); b.rotation = ship.rotation; b.body.velocity.setTo(bulletMotion.x, bulletMotion.y); fireRate = game.time.now + 100; } } })();