// mods by Patrick OReilly // twitter: @pato_reilly var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('background','assets/misc/starfield.jpg'); game.load.image('player','assets/sprites/phaser-dude.png'); game.load.image('analog', 'assets/tests/fusia.png'); game.load.image('arrow', 'assets/sprites/longarrow2.png'); } var myTween; var player; var cursors; var arrow; var catchFlag = false; var launchVelocity = 0; var launched; function create() { game.world.setBounds(0, 0, 5000, 600); game.add.tileSprite(0, 0, 5000, 600, 'background'); var graphics = game.add.graphics(0,0); graphics.beginFill(0x049e0c); graphics.drawRect(395, 400, 10, 250); analog = game.add.sprite(400, 400, 'analog'); analog.width = 8; analog.rotation = 220; analog.alpha = 0; analog.anchor.setTo(0.5, 0.0); arrow = game.add.sprite(400, 400, 'arrow'); arrow.anchor.setTo(0.1, 0.5); arrow.alpha = 0; player = game.add.sprite(150, 320, 'player'); player.anchor.setTo(0.5, 0.5); player.body.collideWorldBounds = true; player.body.bounce.setTo(0.9, 0.9); player.body.drag.setTo(100, 100); player.body.gravity.setTo(0, 8); // Enable input. player.inputEnabled = true; player.input.start(0, true); player.events.onInputDown.add(set); player.events.onInputUp.add(launch); //player.events.onInputOut.add(launch); // this tween is to make the camera return to left side of world when done launching // so it is not used until then myTween = game.add.tween(player).to({x: 150}, 5000, Phaser.Easing.Linear.None); myTween.onComplete.add(reappear, this); game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN); } function reappear() { launched = false; player.alpha = 1; } function set(player,pointer) { //disallow launching until reset if (!launched) { catchFlag = true; game.camera.follow(null); player.body.gravity.setTo(0,0); player.body.velocity.setTo(0,0); } } function launch() { if (catchFlag) { catchFlag = false; launched = true; game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN); arrow.alpha = 0; analog.alpha = 0; Xvector = (arrow.x - player.x)*3.8; Yvector = (arrow.y - player.y)*3.8; player.body.gravity.setTo(0,8); player.body.velocity.setTo(Xvector,Yvector); } } function update() { arrow.rotation = game.physics.angleBetween(arrow, player); // Track the player sprite to the mouse if (catchFlag) { distance = game.physics.distanceToPointer(arrow); theta = game.physics.angleToPointer(arrow); // Govern the distance the sprite is dragged away from launch post if (distance > 300) { distance = 300; adjacentX = Math.cos(theta) * distance; oppositeY = Math.sin(theta) * distance; player.x = 400 + adjacentX; player.y = 400 + oppositeY; analog.height = distance; } else { player.x = game.input.activePointer.worldX; player.y = game.input.activePointer.worldY; analog.height = distance; } arrow.alpha = 1; analog.alpha = 0.5; analog.rotation = arrow.rotation - Math.PI/2; launchVelocity = analog.height; } //check sprite motion and if done, return camera to left side of world var tweening = myTween.isRunning; if (!tweening && launched && (player.x >= game.world.width-20 || player.body.deltaX() == 0)) { player.body.velocity.setTo(0, 0); player.alpha = 0; myTween.start(); } } function render() { game.debug.renderText("Drag the sprite and release to launch", 32, 32, 'rgb(0,255,0)'); game.debug.renderCameraInfo(game.camera, 32, 64); game.debug.renderSpriteCoords(player, 32, 150); game.debug.renderText("Launch Velocity: " + parseInt(launchVelocity), 550, 32, 'rgb(0,255,0)'); }