var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('chunk', 'assets/sprites/chunk.png'); game.load.image('arrow', 'assets/sprites/asteroids_ship.png'); game.load.image('mushroom', 'assets/sprites/mushroom2.png'); game.load.image('ball', 'assets/sprites/shinyball.png'); game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60); } var sprite; var sprite2; var sprite3; var group; var flag = false; var bmd; function create() { game.stage.backgroundColor = '#124184'; bmd = game.add.bitmapData(800, 600); bmd.fillStyle('#ffffff'); var bg = game.add.sprite(0, 0, bmd); bg.body.moves = false; test12(); } function test12() { // game.physics.gravity.y = 150; sprite = game.add.sprite(200, 300, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.checkCollision.right = false; // sprite.body.checkCollision.up = false; // sprite.body.immovable = true; sprite2 = game.add.sprite(400, 358, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.9, 0.9); game.input.onDown.add(launch12, this); } function launch12() { sprite2.body.velocity.x = -200; // sprite2.body.velocity.y = -60; } function test11() { // game.physics.gravity.y = 150; sprite = game.add.sprite(300, 200, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; // sprite.body.checkCollision.down = false; // sprite.body.checkCollision.up = false; sprite.body.checkCollision.right = false; // sprite.body.immovable = true; sprite2 = game.add.sprite(290, 400, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.9, 0.9); game.input.onDown.add(launch11, this); } function launch11() { sprite2.body.velocity.y = -200; } function test10() { // game.physics.gravity.y = 150; sprite = game.add.sprite(300, 200, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.checkCollision.down = false; sprite2 = game.add.sprite(330, 400, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.9, 0.9); game.input.onDown.add(launch10, this); } function launch10() { sprite2.body.velocity.y = -100; } function test9() { // game.physics.gravity.y = 150; sprite = game.add.sprite(300, 400, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.checkCollision.up = false; // sprite.body.checkCollision.right = false; sprite2 = game.add.sprite(330, 100, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.9, 0.9); game.input.onDown.add(launch9, this); } function launch9() { sprite2.body.velocity.y = 100; } function test8() { game.physics.gravity.y = 150; sprite = game.add.sprite(300, 400, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.checkCollision.left = false; sprite.body.checkCollision.right = false; sprite2 = game.add.sprite(500, 400, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.9, 0.9); game.input.onDown.add(launch8, this); } function launch8() { sprite.body.velocity.x = -50; sprite2.body.velocity.x = -200; } function test7() { game.physics.gravity.y = 200; sprite = game.add.sprite(0, 300, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.8, 0.8); // sprite.body.velocity.y = 100; // sprite.body.gravity.y = 200; // sprite.body.friction = 0.2; game.input.onDown.add(launch7, this); } function launch7() { sprite.body.velocity.x = -200; sprite.body.velocity.y = 200; } function test6() { game.physics.gravity.y = 100; sprite = game.add.sprite(300, 200, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.5, 0.5); game.input.onDown.add(launch6, this); } function launch6() { sprite.body.velocity.x = 200; sprite.body.velocity.y = -200; } function test5() { sprite = game.add.sprite(0, 600, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; // sprite.body.bounce.setTo(0.9, 0.9); game.input.onDown.add(launch5, this); } function launch5() { sprite.body.velocity.x = 100; sprite.body.velocity.y = -100; game.time.events.add(Phaser.Timer.SECOND * 4, stop5, this); } function stop5() { sprite.body.velocity.x = -100; // sprite.body.velocity.y = 100; console.log(sprite.x, sprite.body.x); } function test4() { game.physics.gravity.y = 150; sprite = game.add.sprite(300, 0, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.9, 0.9); sprite2 = game.add.sprite(310, 500, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; // sprite2.body.bounce.setTo(0.9, 0.9); game.input.onDown.add(launch4, this); } function launch4() { sprite.body.velocity.y = 200; } function test3() { game.physics.gravity.y = 50; // group = game.add.group(); sprite = game.add.sprite(500, 400, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.9, 0.9); sprite2 = game.add.sprite(100, 400, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.9, 0.9); // sprite2.body.immovable = true; // sprite2.body.bounce.setTo(0.5, 0.5); sprite3 = game.add.sprite(700, 400, 'gameboy', 3); sprite3.name = 'yellow'; sprite3.body.collideWorldBounds = true; sprite3.body.bounce.setTo(0.5, 0.5); // sprite.body.velocity.x = -300; // sprite.body.velocity.y = -200; // group.add(sprite); // group.add(sprite2); // group.add(sprite3); game.input.onDown.add(launch3, this); } function launch3() { sprite.body.velocity.x = -200; sprite.body.velocity.y = -200; } function test2() { // game.physics.gravity.y = 100; sprite = game.add.sprite(700, 400, 'ball'); sprite.name = 'sprite1'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.8, 0.8); sprite2 = game.add.sprite(100, 400, 'ball'); sprite2.name = 'sprite2'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.8, 0.8); sprite2.body.immovable = true; // sprite.body.velocity.x = -225; // sprite2.body.velocity.x = 225; game.input.onDown.addOnce(launch2, this); } function launch2() { sprite.body.velocity.x = -225; sprite2.body.velocity.x = 225; } function test1() { // game.physics.gravity.y = 100; sprite = game.add.sprite(100, 400, 'ball'); sprite.name = 'sprite1'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.8, 0.8); sprite2 = game.add.sprite(700, 400, 'ball'); sprite2.name = 'sprite2'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.8, 0.8); game.input.onDown.add(launch1, this); } function launch1() { sprite.body.velocity.x = 225; // sprite2.body.velocity.x = -225; } function update() { // game.physics.collide(group, group); if (sprite3) { game.physics.collideArray(sprite, [sprite2, sprite3]); game.physics.collide(sprite2, sprite3); } else { game.physics.collide(sprite, sprite2); } if (sprite) { bmd.fillStyle('#ffff00'); bmd.fillRect(sprite.body.center.x, sprite.body.center.y, 2, 2); } if (sprite2) { bmd.fillStyle('#ff00ff'); bmd.fillRect(sprite2.body.center.x, sprite2.body.center.y, 2, 2); } if (sprite3) { bmd.fillStyle('#0000ff'); bmd.fillRect(sprite3.body.center.x, sprite3.body.center.y, 2, 2); } } function render() { if (sprite) { game.debug.renderBodyInfo(sprite2, 16, 24); // game.debug.renderText(sprite.name + ' x: ' + sprite.x.toFixed(2) + ' dx: ' + sprite.body._dx.toFixed(2), 16, 500); // game.debug.renderText(sprite.name + ' y: ' + sprite.y.toFixed(2) + ' dy: ' + sprite.body._dy.toFixed(2), 16, 520); } if (sprite2) { // game.debug.renderBodyInfo(sprite2, 16, 190); // game.debug.renderText(sprite2.name + ' x: ' + sprite2.x, 400, 500); } }