phaser/examples/wip/misc/blocked.js

281 lines
5.5 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('p', 'assets/sprites/mushroom2.png');
game.load.image('ball', 'assets/sprites/shinyball.png');
}
var sprite;
var sprite2;
var track;
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;
test9();
}
// stacked
function test9() {
game.physics.gravity.y = 500;
sprite = game.add.sprite(400, 100, 'ball');
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite.body.minBounceVelocity = 0.8;
sprite2 = game.add.sprite(400, 300, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.5, 0.5);
sprite2.body.minBounceVelocity = 0.8;
// game.input.onDown.add(launch8, this);
}
// gravity into floor jiggle
function test8() {
game.physics.gravity.y = 1000;
sprite = game.add.sprite(400, 100, 'ball');
sprite.body.collideWorldBounds = true;
// it's all about tweaking these values
sprite.body.bounce.setTo(0.8, 0.8);
sprite.body.minBounceVelocity = 1.2;
sprite.body.velocity.x = -400;
sprite.body.linearDamping = 1.2;
sprite2 = game.add.sprite(500, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.5, 0.5);
sprite2.body.minBounceVelocity = 0.8;
sprite2.body.linearDamping = 0.5;
game.input.onDown.add(launch8, this);
}
function launch8() {
// sprite.body.velocity.x = -200;
sprite2.body.velocity.x = 200;
}
// both sprites are shot into each other vertically
function test7() {
// game.physics.gravity.y = 50;
sprite = game.add.sprite(400, 600, 'ball');
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(400, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch7, this);
}
function launch7() {
sprite.body.velocity.y = -200;
// sprite2.body.velocity.y = 200;
}
// sprite is on the bottom, blocked by the world bounds, sprite2 falls onto it via gravity only
function test6() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(380, 600, 'p');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(400, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
}
// sprite is on the bottom, blocked by the world bounds, sprite2 falls onto it
function test5() {
game.physics.gravity.y = 50;
sprite = game.add.sprite(400, 600, 'ball');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(400, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch5, this);
}
function launch5() {
sprite2.body.velocity.y = 200;
}
// bounce both sprites into each other, one with lots less velocity - checking newtons craddle approach
function test4() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(780, 400, 'ball');
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(0, 400, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch4, this);
}
function launch4() {
sprite.body.velocity.x = 70;
sprite2.body.velocity.x = -250;
}
// bounce both sprites into each other, identical bounce + velocity
function test3() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(780, 400, 'p');
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(0, 400, 'p');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch3, this);
}
function launch3() {
sprite.body.velocity.x = 225;
sprite2.body.velocity.x = -225;
}
// sprite is on the right, blocked by the world bounds, sprite2 bounces into it
function test2() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(780, 400, 'p');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(0, 400, 'p');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch2, this);
}
function launch2() {
sprite2.body.velocity.x = -225;
}
// sprite is on the left, blocked by the world bounds, sprite2 bounces into it
function test1() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(0, 400, 'p');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(700, 400, 'p');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch1, this);
}
function launch1() {
sprite2.body.velocity.x = -225;
}
function update() {
game.physics.collide(sprite, sprite2);
// sprite.rotation = sprite.body.angle;
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);
}
}
function render() {
if (sprite)
{
game.debug.renderBodyInfo(sprite, 16, 24);
}
if (sprite2)
{
game.debug.renderBodyInfo(sprite2, 16, 190);
}
}