phaser/examples/wip/snake2.js
2013-12-13 23:56:39 +00:00

84 lines
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2.3 KiB
JavaScript

// Snake by Patrick OReilly and Richard Davey
// 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('ball','assets/sprites/shinyball.png');
}
var snakeHead; //head of snake sprite
var snakeSection = new Array(); //array of sprites that make the snake body sections
var snakePath = new Array(); //arrary of positions(points) that have to be stored for the path the sections follow
var numSnakeSections = 6; //number of snake body sections
var snakeSpacer = 6; //parameter that sets the spacing between sections
function create() {
game.world.setBounds(0, 0, 800, 600);
cursors = game.input.keyboard.createCursorKeys();
snakeHead = game.add.sprite(400, 300, 'ball');
snakeHead.anchor.setTo(0.5, 0.5);
// Init snakeSection array
for (var i = 1; i <= numSnakeSections-1; i++)
{
snakeSection[i] = game.add.sprite(400, 300, 'ball');
snakeSection[i].anchor.setTo(0.5, 0.5);
}
// Init snakePath array
for (var i = 0; i <= numSnakeSections * snakeSpacer; i++)
{
snakePath[i] = new Phaser.Point(400, 300);
}
//snakeHead.body.velocity.setTo(0
}
function update() {
// snakeHead.body.velocity.setTo(0, 0);
snakeHead.body.angularVelocity = 0;
// if (cursors.up.isDown)
// {
snakeHead.body.velocity.copyFrom(game.physics.velocityFromAngle(snakeHead.angle, 200));
// Everytime the snake head moves, insert the new location at the start of the array,
// and knock the last position off the end
var part = snakePath.pop();
part.setTo(snakeHead.x, snakeHead.y);
snakePath.unshift(part);
for (var i = 1; i <= numSnakeSections - 1; i++)
{
snakeSection[i].x = (snakePath[i * snakeSpacer]).x;
snakeSection[i].y = (snakePath[i * snakeSpacer]).y;
}
// }
if (cursors.left.isDown)
{
snakeHead.body.angularVelocity = -300;
}
else if (cursors.right.isDown)
{
snakeHead.body.angularVelocity = 300;
}
}
function render() {
// game.debug.renderSpriteInfo(snakeHead, 32, 32);
}