// 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'); game.load.image('hill', 'assets/pics/atari_fujilogo.png'); game.load.image('block', 'assets/sprites/block.png'); game.load.image('wabbit', 'assets/sprites/wabbit.png'); } var arrow; var ball; var catchFlag = false; var wabbits; var wab; var launchVelocity = 0; var shotCount = 0; var wabbitCount = 0; function create() { // set global gravity game.physics.gravity.setTo(0, 4); game.stage.backgroundColor = '#0072bc'; var graphics = game.add.graphics(0, 0); graphics.beginFill(0x049e0c); graphics.drawRect(195, 450, 10, 150); wabbits = game.add.group(); for (var i = 0; i < 5; i++) { wab = wabbits.create(game.rnd.integerInRange(575, 650), game.rnd.integerInRange(150, 260), 'wabbit'); wab.name = 'wab' + i; wab.body.collideWorldBounds = true; wab.body.mass = 0.1; wab.body.friction = 0.2; } hill = game.add.sprite(450, 400, 'hill'); hill.body.collideWorldBounds = true; hill.body.mass = 10; hill.body.immovable = true; block = game.add.sprite(575, 300, 'block'); block.body.collideWorldBounds = true; block.body.mass = 5; block.body..friction = 0.4; analog = game.add.sprite(200, 450, 'analog'); analog.body.allowGravity = false; analog.width = 8; analog.rotation = 220; analog.alpha = 0; analog.anchor.setTo(0.5, 0.0); arrow = game.add.sprite(200, 450, 'arrow'); arrow.anchor.setTo(0.1, 0.5); arrow.body.allowGravity = false; arrow.alpha = 0; ball = game.add.sprite(100, 400, 'ball'); ball.anchor.setTo(0.5, 0.5); ball.inputEnabled = true; ball.body.collideWorldBounds = true; ball.body.bounce.setTo(0.9, 0.9); ball.body..friction = 0.2; // Enable input. 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; shotCount++; arrow.alpha = 0; analog.alpha = 0; Xvector = (arrow.x - ball.x) * 4.1; Yvector = (arrow.y - ball.y) * 4.1; ball.body.allowGravity = true; ball.body.velocity.setTo(Xvector,Yvector); } function update() { arrow.rotation = game.physics.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.distanceToPointer(arrow); launchVelocity = analog.height; } game.physics.collide(ball, wabbits); game.physics.collide(wabbits, wabbits); game.physics.collide(wabbits, hill); game.physics.collide(ball, hill); game.physics.collide(block, hill); game.physics.collide(block, ball); game.physics.collide(block, wabbits); // check wabbits var wabs = 0; for (var i = 0; i < 5; i++) { thisWab = wabbits.getAt(i); if (thisWab.x > 770 && thisWab.y > 400) { thisWab.alive = false; wabs++; } } wabbitCount = 5 - wabs; console.log(ball.body.y, ball.body.motionVelocity.y); } function render() { game.debug.renderSpriteCollision(ball, 32, 32); // var graphics = game.add.graphics(0, 0); // game.context.fillStyle = 'rgba(0,0,255,0.5)'; // game.context.fillRect(770, 400, 30, 200); // game.debug.renderText("Drag the ball to launch", 32, 32); // game.debug.renderText("Try to get all 5 wabbits in the blue area with the least number of shots", 32, 64); // game.debug.renderText("Shot Count: " + shotCount, 32, 96); // game.debug.renderText("Wabbits Left: " + wabbitCount, 32, 128); }