mirror of
https://github.com/photonstorm/phaser
synced 2024-11-14 17:07:43 +00:00
cad14848e8
You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite. Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes. Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
69 lines
No EOL
1.6 KiB
JavaScript
69 lines
No EOL
1.6 KiB
JavaScript
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { create: create, update: update });
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var graphics;
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var sprite;
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function create() {
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graphics = game.add.graphics(0, 0);
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// we don't need it to render, we're just using it as a texture
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graphics.visible = false;
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// set a fill and line style
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graphics.beginFill(0xFF3300);
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graphics.lineStyle(10, 0xffd900, 1);
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// draw a shape
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graphics.moveTo(0,50);
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graphics.lineTo(250, 50);
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graphics.lineTo(100, 100);
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graphics.lineTo(250, 220);
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graphics.lineTo(50, 220);
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graphics.lineTo(0, 50);
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graphics.endFill();
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// set a fill and line style again
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graphics.lineStyle(10, 0xFF0000, 0.8);
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graphics.beginFill(0xFF700B, 1);
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// draw a second shape
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graphics.moveTo(210,300);
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graphics.lineTo(450,320);
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graphics.lineTo(570,350);
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graphics.lineTo(580,20);
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graphics.lineTo(330,120);
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graphics.lineTo(410,200);
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graphics.lineTo(210,300);
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graphics.endFill();
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// draw a rectangle
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graphics.lineStyle(2, 0x0000FF, 1);
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graphics.drawRect(50, 250, 100, 100);
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sprite = game.add.sprite(100, 100, graphics.generateTexture());
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// graphics.inputEnabled = true;
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// graphics.events.onInputDown.add(clicked, this);
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}
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function clicked() {
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console.log('boom');
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// draw a circle
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graphics.lineStyle(0);
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graphics.beginFill(0xFFFF0B, 0.5);
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graphics.drawCircle(470, 200,100);
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graphics.lineStyle(20, 0x33FF00);
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graphics.moveTo(30,30);
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graphics.lineTo(600, 300);
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}
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function update() {
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} |