// mods by Patrick OReilly // Twitter: @pato_reilly Web: http://patricko.byethost9.com var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('dude', 'assets/sprites/phaser-dude.png'); game.load.image('ball', 'assets/sprites/pangball.png'); } var image; function create() { cursors = game.input.keyboard.createCursorKeys(); // This creates a simple sprite that is using our loaded image and // displays it on-screen // and assign it to a variable ball = game.add.sprite(400, 200, 'ball'); knocker = game.add.sprite(400, 200, 'dude'); knocker.body.immovable = true; // This gets it moving ball.body.velocity.setTo(200, 200); // This makes the game world bounce-able ball.body.collideWorldBounds = true; // This sets the image bounce energy for the horizontal // and vertical vectors (as an x,y point). "1" is 100% energy return ball.body.bounce.setTo(1, 1); // This sets the gravity the sprite responds to in the world, as a point // Here we leave x=0 and set y=80 to simulate falling ball.body.gravity.setTo(0, 80); } // Move the knocker with the arrow keys function update () { // Enable physics between the knocker and the ball game.physics.collide(knocker, ball); if (cursors.up.isDown) { knocker.body.velocity.y = -300; } else if (cursors.down.isDown) { knocker.body.velocity.y = 300; } else if (cursors.left.isDown) { knocker.body.velocity.x = -300; } else if (cursors.right.isDown) { knocker.body.velocity.x = 300; } else { knocker.body.velocity.setTo(0, 0); } } function render () { //debug helper game.debug.renderSpriteInfo(ball, 32, 32); }