phaser/examples/wip/2ball.js
2014-01-22 14:31:18 +00:00

291 lines
5.4 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('chunk', 'assets/sprites/chunk.png');
game.load.image('arrow', 'assets/sprites/asteroids_ship.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
}
var sprite;
var sprite2;
var sprite3;
var group;
var flag = false;
var bmd;
function create() {
game.stage.backgroundColor = '#124184';
bmd = game.add.bitmapData(800, 600);
bmd.fillStyle('#ffffff');
var bg = game.add.sprite(0, 0, bmd);
bg.body.moves = false;
test4();
}
function test7() {
game.physics.gravity.y = 200;
sprite = game.add.sprite(0, 300, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
// sprite.body.velocity.y = 100;
// sprite.body.gravity.y = 200;
// sprite.body.friction = 0.2;
game.input.onDown.add(launch7, this);
}
function launch7() {
sprite.body.velocity.x = -200;
sprite.body.velocity.y = 200;
}
function test6() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(300, 200, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.5, 0.5);
game.input.onDown.add(launch6, this);
}
function launch6() {
sprite.body.velocity.x = 200;
sprite.body.velocity.y = -200;
}
function test5() {
sprite = game.add.sprite(0, 600, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
// sprite.body.bounce.setTo(0.9, 0.9);
game.input.onDown.add(launch5, this);
}
function launch5() {
sprite.body.velocity.x = 100;
sprite.body.velocity.y = -100;
game.time.events.add(Phaser.Timer.SECOND * 4, stop5, this);
}
function stop5() {
sprite.body.velocity.x = -100;
// sprite.body.velocity.y = 100;
console.log(sprite.x, sprite.body.x);
}
function test4() {
game.physics.gravity.y = 150;
sprite = game.add.sprite(300, 0, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.9, 0.9);
sprite2 = game.add.sprite(310, 500, 'gameboy', 2);
sprite2.name = 'green';
sprite2.body.collideWorldBounds = true;
// sprite2.body.bounce.setTo(0.9, 0.9);
game.input.onDown.add(launch4, this);
}
function launch4() {
sprite.body.velocity.y = 200;
}
function test3() {
game.physics.gravity.y = 50;
// group = game.add.group();
sprite = game.add.sprite(500, 400, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.9, 0.9);
sprite2 = game.add.sprite(100, 400, 'gameboy', 2);
sprite2.name = 'green';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.9, 0.9);
// sprite2.body.immovable = true;
// sprite2.body.bounce.setTo(0.5, 0.5);
sprite3 = game.add.sprite(700, 400, 'gameboy', 3);
sprite3.name = 'yellow';
sprite3.body.collideWorldBounds = true;
sprite3.body.bounce.setTo(0.5, 0.5);
// sprite.body.velocity.x = -300;
// sprite.body.velocity.y = -200;
// group.add(sprite);
// group.add(sprite2);
// group.add(sprite3);
game.input.onDown.add(launch3, this);
}
function launch3() {
sprite.body.velocity.x = -200;
sprite.body.velocity.y = -200;
}
function test2() {
// game.physics.gravity.y = 100;
sprite = game.add.sprite(700, 400, 'ball');
sprite.name = 'sprite1';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(100, 400, 'ball');
sprite2.name = 'sprite2';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
sprite2.body.immovable = true;
// sprite.body.velocity.x = -225;
// sprite2.body.velocity.x = 225;
game.input.onDown.addOnce(launch2, this);
}
function launch2() {
sprite.body.velocity.x = -225;
sprite2.body.velocity.x = 225;
}
function test1() {
// game.physics.gravity.y = 100;
sprite = game.add.sprite(100, 400, 'ball');
sprite.name = 'sprite1';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(700, 400, 'ball');
sprite2.name = 'sprite2';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
game.input.onDown.add(launch1, this);
}
function launch1() {
sprite.body.velocity.x = 225;
// sprite2.body.velocity.x = -225;
}
function update() {
// game.physics.collide(group, group);
if (sprite3)
{
game.physics.collideArray(sprite, [sprite2, sprite3]);
game.physics.collide(sprite2, sprite3);
}
else
{
game.physics.collide(sprite, sprite2);
}
if (sprite)
{
bmd.fillStyle('#ffff00');
bmd.fillRect(sprite.body.center.x, sprite.body.center.y, 2, 2);
}
if (sprite2)
{
bmd.fillStyle('#ff00ff');
bmd.fillRect(sprite2.body.center.x, sprite2.body.center.y, 2, 2);
}
if (sprite3)
{
bmd.fillStyle('#0000ff');
bmd.fillRect(sprite3.body.center.x, sprite3.body.center.y, 2, 2);
}
}
function render() {
if (sprite)
{
game.debug.renderBodyInfo(sprite, 16, 24);
// game.debug.renderText(sprite.name + ' x: ' + sprite.x.toFixed(2) + ' dx: ' + sprite.body._dx.toFixed(2), 16, 500);
// game.debug.renderText(sprite.name + ' y: ' + sprite.y.toFixed(2) + ' dy: ' + sprite.body._dy.toFixed(2), 16, 520);
}
if (sprite2)
{
// game.debug.renderBodyInfo(sprite2, 16, 190);
// game.debug.renderText(sprite2.name + ' x: ' + sprite2.x, 400, 500);
}
}