mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 04:23:30 +00:00
50 lines
1.4 KiB
JavaScript
50 lines
1.4 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
|
|
|
function preload() {
|
|
game.load.image('arrow', 'assets/sprites/arrow.png');
|
|
}
|
|
|
|
var sprite;
|
|
|
|
function create() {
|
|
|
|
game.stage.backgroundColor = '#0072bc';
|
|
|
|
sprite = game.add.sprite(400, 300, 'arrow');
|
|
sprite.anchor.setTo(0.5, 0.5);
|
|
|
|
// We'll set a lower max angular velocity here to keep it from going totally nuts
|
|
sprite.body.maxAngular = 500;
|
|
|
|
// Apply a drag otherwise the sprite will just spin and never slow down
|
|
sprite.body.angularDrag = 50;
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
// Reset the acceleration
|
|
sprite.body.angularAcceleration = 0;
|
|
|
|
// Apply acceleration if the left/right arrow keys are held down
|
|
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
|
{
|
|
sprite.body.angularAcceleration -= 200;
|
|
}
|
|
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
|
{
|
|
sprite.body.angularAcceleration += 200;
|
|
}
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
game.debug.renderSpriteInfo(sprite, 32, 32);
|
|
game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
|
|
game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
|
|
game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
|
|
game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
|
|
|
|
}
|