var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('car', 'assets/sprites/car90.png'); game.load.image('baddie', 'assets/sprites/space-baddie.png'); } var car; var aliens; function create() { // aliens = game.add.group(); // for (var i = 0; i < 50; i++) // { // var s = aliens.create(game.world.randomX, game.world.randomY, 'baddie'); // s.name = 'alien' + s; // s.body.collideWorldBounds = true; // s.body.bounce.setTo(0.8, 0.8); // s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40); // } car = game.add.sprite(0, 300, 'car'); car.anchor.setTo(0.5, 0.5); car.body.collideWorldBounds = true; car.body.bounce.setTo(0.8, 0.8); car.body.allowRotation = true; car.body.linearDamping = 0.4; // car.body.acceleration.x = 10; game.input.onDown.add(start, this); } var s = 0; function start() { // car.body.velocity.x = 200; car.body.acceleration.x = 100; s = game.time.now; } function update() { // if (car.x >= 400 && car.body.velocity.x > 0) // { // car.body.velocity.x = 0; // car.body.acceleration.x = 0; // var total = game.time.now - s; // console.log(game.time.physicsElapsed); // console.log('total ms', total, 'px/sec', car.x/(total/1000)); // } // car.body.velocity.x = 0; // car.body.velocity.y = 0; car.body.angularVelocity = 0; car.body.acceleration.x = 0; car.body.acceleration.y = 0; if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.body.angularVelocity = -200; // car.body.acceleration.x = -100; } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.body.angularVelocity = 200; // car.body.acceleration.x = 100; } if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { game.physics.accelerationFromRotation(car.rotation, 400, car.body.acceleration); // car.body.acceleration.x = 10; // car.body.acceleration.copyFrom(game.physics.velocityFromAngle(car.angle, 30)); // car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300)); } else { // game.physics.accelerationFromRotation(car.rotation, 10, car.body.acceleration); } // game.physics.collide(car, aliens); } function render() { // game.debug.renderSpriteInfo(car, 32, 32); game.debug.renderBodyInfo(car, 16, 24); }