mirror of
https://github.com/photonstorm/phaser
synced 2024-12-13 23:02:56 +00:00
325 lines
6.6 KiB
JavaScript
325 lines
6.6 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.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
|
|
game.load.image('atari', 'assets/sprites/atari130xe.png');
|
|
|
|
}
|
|
|
|
var sprite;
|
|
var sprite2;
|
|
var sprite3;
|
|
var reverse = false;
|
|
|
|
function onBeginContact(a, b) {
|
|
console.log('Begin Contact between', a.name, 'and', b.name);
|
|
}
|
|
|
|
function onEndContact(a, b) {
|
|
console.log('End Contact between', a.name, 'and', b.name);
|
|
}
|
|
|
|
function create() {
|
|
|
|
game.stage.backgroundColor = '#124184';
|
|
|
|
test8();
|
|
|
|
}
|
|
|
|
function test8() {
|
|
|
|
// A up into B
|
|
|
|
sprite = game.add.sprite(300, 200, 'atari');
|
|
sprite.name = 'atari';
|
|
sprite.body.collideWorldBounds = true;
|
|
sprite.body.bounce.setTo(1, 1);
|
|
sprite.body.checkCollision.up = false;
|
|
sprite.body.checkCollision.down = false;
|
|
|
|
sprite2 = game.add.sprite(350, 400, 'gameboy', 2);
|
|
sprite2.name = 'gameboy';
|
|
sprite2.body.collideWorldBounds = true;
|
|
sprite2.body.bounce.setTo(1, 1);
|
|
|
|
sprite2.events.onBeginContact.add(onBeginContact, this);
|
|
sprite2.events.onEndContact.add(onEndContact, this);
|
|
|
|
reverse = true;
|
|
|
|
game.input.onDown.add(launch8, this);
|
|
|
|
}
|
|
|
|
function launch8() {
|
|
|
|
sprite2.body.velocity.x = -100;
|
|
sprite2.body.velocity.y = -200;
|
|
|
|
}
|
|
|
|
function test7() {
|
|
|
|
// A down into B
|
|
|
|
sprite = game.add.sprite(300, 400, 'atari');
|
|
sprite.name = 'atari';
|
|
sprite.body.collideWorldBounds = true;
|
|
sprite.body.bounce.setTo(1, 1);
|
|
sprite.body.checkCollision.up = false;
|
|
|
|
sprite2 = game.add.sprite(350, 100, 'gameboy', 2);
|
|
sprite2.name = 'gameboy';
|
|
sprite2.body.collideWorldBounds = true;
|
|
sprite2.body.bounce.setTo(1, 1);
|
|
|
|
// reverse = true;
|
|
|
|
game.input.onDown.add(launch7, this);
|
|
|
|
}
|
|
|
|
function launch7() {
|
|
|
|
sprite2.body.velocity.y = 100;
|
|
|
|
}
|
|
|
|
function test6() {
|
|
|
|
// Offset Down Collision false
|
|
|
|
sprite = game.add.sprite(100, 300, 'atari');
|
|
sprite.name = 'atari';
|
|
sprite.body.collideWorldBounds = true;
|
|
sprite.body.bounce.setTo(1, 1);
|
|
sprite.body.checkCollision.left = false;
|
|
sprite.body.checkCollision.right = false;
|
|
|
|
sprite2 = game.add.sprite(500, 330, 'gameboy', 2);
|
|
// sprite2 = game.add.sprite(500, 530, 'gameboy', 2);
|
|
sprite2.name = 'gameboy';
|
|
sprite2.body.collideWorldBounds = true;
|
|
sprite2.body.bounce.setTo(1, 1);
|
|
|
|
sprite3 = game.add.sprite(400, 100, 'gameboy', 0);
|
|
sprite3.name = 'gameboy2';
|
|
sprite3.body.collideWorldBounds = true;
|
|
sprite3.body.bounce.setTo(1, 1);
|
|
|
|
game.input.onDown.add(launch6, this);
|
|
|
|
}
|
|
|
|
function launch6() {
|
|
|
|
sprite.body.velocity.x = 100;
|
|
sprite2.body.velocity.x = -100;
|
|
sprite3.body.velocity.y = 100;
|
|
|
|
}
|
|
|
|
function test5() {
|
|
|
|
// Offset Down Collision false
|
|
|
|
sprite = game.add.sprite(360, 400, 'gameboy', 0);
|
|
sprite.name = 'red';
|
|
sprite.body.collideWorldBounds = true;
|
|
// sprite.body.bounce.setTo(0.9, 0.9);
|
|
sprite.body.checkCollision.up = false;
|
|
|
|
sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
|
|
sprite2.name = 'green';
|
|
sprite2.body.collideWorldBounds = true;
|
|
// sprite2.body.checkCollision.down = false;
|
|
// sprite2.body.mass = 1;
|
|
sprite2.body.bounce.setTo(1, 1);
|
|
// sprite2.body.linearDamping = 0;
|
|
|
|
game.input.onDown.add(launch5, this);
|
|
|
|
}
|
|
|
|
function launch5() {
|
|
|
|
// sprite.body.velocity.x = 200;
|
|
// sprite.body.velocity.y = -300;
|
|
// sprite2.body.velocity.x = -200;
|
|
sprite2.body.velocity.y = 200;
|
|
|
|
}
|
|
|
|
function test4() {
|
|
|
|
// Down Collision false
|
|
|
|
sprite = game.add.sprite(400, 400, 'gameboy', 0);
|
|
sprite.name = 'red';
|
|
sprite.body.collideWorldBounds = true;
|
|
sprite.body.bounce.setTo(0.9, 0.9);
|
|
|
|
sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
|
|
sprite2.name = 'green';
|
|
sprite2.body.collideWorldBounds = true;
|
|
sprite2.body.checkCollision.down = false;
|
|
// sprite2.body.mass = 1;
|
|
// sprite2.body.bounce.setTo(1, 1);
|
|
// sprite2.body.linearDamping = 0;
|
|
|
|
game.input.onDown.add(launch4, this);
|
|
|
|
}
|
|
|
|
function launch4() {
|
|
|
|
// sprite.body.velocity.x = 200;
|
|
sprite.body.velocity.y = -300;
|
|
// sprite2.body.velocity.x = -200;
|
|
// sprite2.body.velocity.y = -200;
|
|
|
|
}
|
|
|
|
function test3() {
|
|
|
|
// Top Collision false
|
|
|
|
sprite = game.add.sprite(400, 400, 'gameboy', 0);
|
|
sprite.name = 'red';
|
|
sprite.body.collideWorldBounds = true;
|
|
sprite.body.checkCollision.up = false;
|
|
|
|
sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
|
|
sprite2.name = 'green';
|
|
sprite2.body.collideWorldBounds = true;
|
|
// sprite2.body.checkCollision.left = false;
|
|
sprite2.body.bounce.setTo(0.9, 0.9);
|
|
// sprite2.body.mass = 1;
|
|
// sprite2.body.bounce.setTo(1, 1);
|
|
// sprite2.body.linearDamping = 0;
|
|
|
|
game.input.onDown.add(launch3, this);
|
|
|
|
}
|
|
|
|
function launch3() {
|
|
|
|
// sprite.body.velocity.x = 200;
|
|
// sprite.body.velocity.y = -300;
|
|
// sprite2.body.velocity.x = -200;
|
|
sprite2.body.velocity.y = 200;
|
|
|
|
}
|
|
|
|
function test2() {
|
|
|
|
// Left Collision false
|
|
|
|
sprite = game.add.sprite(200, 300, 'gameboy', 0);
|
|
sprite.name = 'red';
|
|
sprite.body.collideWorldBounds = true;
|
|
// sprite.body.checkCollision.right = false;
|
|
sprite.body.bounce.setTo(0.9, 0.9);
|
|
// sprite.body.linearDamping = 0;
|
|
// sprite.scale.setTo(2, 2);
|
|
// sprite.body.mass = 2;
|
|
|
|
sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
|
|
sprite2.name = 'green';
|
|
sprite2.body.collideWorldBounds = true;
|
|
sprite2.body.checkCollision.left = false;
|
|
// sprite2.body.bounce.setTo(0.9, 0.9);
|
|
// sprite2.body.mass = 1;
|
|
// sprite2.body.bounce.setTo(1, 1);
|
|
// sprite2.body.linearDamping = 0;
|
|
|
|
game.input.onDown.add(launch2, this);
|
|
|
|
}
|
|
|
|
function launch2() {
|
|
|
|
sprite.body.velocity.x = 200;
|
|
// sprite.body.velocity.y = -300;
|
|
// sprite2.body.velocity.x = -200;
|
|
// sprite2.body.velocity.y = -200;
|
|
|
|
}
|
|
|
|
|
|
function test1() {
|
|
|
|
// Right Collision false
|
|
|
|
sprite = game.add.sprite(200, 300, 'gameboy', 0);
|
|
sprite.name = 'red';
|
|
sprite.body.collideWorldBounds = true;
|
|
sprite.body.checkCollision.right = false;
|
|
// sprite.body.bounce.setTo(0.9, 0.9);
|
|
// sprite.body.bounce.setTo(1, 1);
|
|
// sprite.body.linearDamping = 0;
|
|
// sprite.scale.setTo(2, 2);
|
|
// sprite.body.mass = 2;
|
|
|
|
sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
|
|
sprite2.name = 'green';
|
|
sprite2.body.collideWorldBounds = true;
|
|
sprite2.body.bounce.setTo(0.9, 0.9);
|
|
// sprite2.body.mass = 1;
|
|
// sprite2.body.bounce.setTo(1, 1);
|
|
// sprite2.body.linearDamping = 0;
|
|
|
|
game.input.onDown.add(launch1, this);
|
|
|
|
}
|
|
|
|
function launch1() {
|
|
|
|
sprite2.body.velocity.x = -200;
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
if (reverse)
|
|
{
|
|
game.physics.collide(sprite2, sprite);
|
|
}
|
|
else
|
|
{
|
|
game.physics.collide(sprite, sprite2);
|
|
}
|
|
|
|
if (sprite3)
|
|
{
|
|
game.physics.collide(sprite, sprite3);
|
|
}
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
if (sprite)
|
|
{
|
|
game.debug.renderBodyInfo(sprite, 16, 24);
|
|
}
|
|
|
|
if (sprite)
|
|
{
|
|
game.debug.renderPhysicsBody(sprite.body);
|
|
}
|
|
|
|
if (sprite2)
|
|
{
|
|
game.debug.renderPhysicsBody(sprite2.body);
|
|
}
|
|
|
|
if (sprite3)
|
|
{
|
|
game.debug.renderPhysicsBody(sprite3.body);
|
|
}
|
|
|
|
}
|