// 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('analog', 'assets/tests/fusia.png'); game.load.image('arrow', 'assets/sprites/longarrow2.png'); game.load.image('ball', 'assets/sprites/pangball.png'); } var arrow; var ball; var catchFlag = false; var launchVelocity = 0; function create() { // set global gravity game.physics.arcade.gravity.y = 200; game.stage.backgroundColor = '#0072bc'; var graphics = game.add.graphics(0,0); graphics.beginFill(0x049e0c); graphics.drawRect(395, 350, 10, 250); analog = game.add.sprite(400, 350, 'analog'); game.physics.enable(analog, Phaser.Physics.ARCADE); analog.body.allowGravity = false; analog.width = 8; analog.rotation = 220; analog.alpha = 0; analog.anchor.setTo(0.5, 0.0); arrow = game.add.sprite(400, 350, 'arrow'); game.physics.enable(arrow, Phaser.Physics.ARCADE); arrow.anchor.setTo(0.1, 0.5); arrow.body.allowGravity = false; arrow.alpha = 0; ball = game.add.sprite(100, 400, 'ball'); game.physics.enable(ball, Phaser.Physics.ARCADE); ball.anchor.setTo(0.5, 0.5); ball.body.collideWorldBounds = true; ball.body.bounce.setTo(0.9, 0.9); // Enable input. ball.inputEnabled = true; ball.input.start(0, true); ball.events.onInputDown.add(set); ball.events.onInputUp.add(launch); } function set(ball, pointer) { ball.body.velocity.setTo(0, 0); ball.body.allowGravity = false; catchFlag = true; } function launch() { catchFlag = false; arrow.alpha = 0; analog.alpha = 0; Xvector = (arrow.x - ball.x) * 3; Yvector = (arrow.y - ball.y) * 3; ball.body.allowGravity = true; ball.body.velocity.setTo(Xvector, Yvector); } function update() { arrow.rotation = game.physics.arcade.angleBetween(arrow, ball); if (catchFlag == true) { // Track the ball sprite to the mouse ball.x = game.input.activePointer.worldX; ball.y = game.input.activePointer.worldY; arrow.alpha = 1; analog.alpha = 0.5; analog.rotation = arrow.rotation - 3.14 / 2; analog.height = game.physics.arcade.distanceToPointer(arrow); launchVelocity = analog.height; } } function render() { game.debug.text("Drag the ball and release to launch", 32, 32); game.debug.bodyInfo(ball, 32, 64); // game.debug.spriteInfo(ball, 32, 64); // game.debug.text("Launch Velocity: " + parseInt(launchVelocity), 32, 250); }