mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 06:12:53 +00:00
107 lines
2 KiB
JavaScript
107 lines
2 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
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}
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var sprite;
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var sprite2;
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var land;
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var cursors;
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function create() {
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game.stage.backgroundColor = '#124184';
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game.physics.gravity.y = 100;
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sprite = game.add.sprite(200, 300, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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// sprite.body.bounce.setTo(0.9, 0.9);
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// sprite2 = game.add.sprite(500, 200, 'gameboy', 2);
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// sprite2.name = 'green';
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// sprite2.body.collideWorldBounds = true;
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// sprite2.body.bounce.setTo(0.9, 0.9);
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land = game.add.sprite(10, 490);
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land.name = 'land';
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land.body.immovable = true;
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land.body.allowGravity = false;
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land.body.setSize(780, 100, 0, 0);
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land.body.polygons = new SAT.Polygon(new SAT.Vector(10, 490), [
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new SAT.Vector(0,50),
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new SAT.Vector(300,0),
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new SAT.Vector(780,50),
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new SAT.Vector(780,100),
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new SAT.Vector(0,100),
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]);
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console.log(land);
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// sprite.body.velocity.x = 150;
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cursors = game.input.keyboard.createCursorKeys();
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// game.input.onDown.add(launch, this);
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}
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function launch() {
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sprite.body.velocity.x = 100;
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sprite.body.velocity.y = -300;
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sprite2.body.velocity.x = 200;
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sprite2.body.velocity.y = -200;
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}
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function update() {
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game.physics.collide(sprite, land);
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sprite.body.velocity.x = 0;
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// sprite.body.velocity.y = 0;
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -100;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 100;
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}
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -200;
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}
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}
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function render() {
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game.debug.renderPolygon(land.body.polygons);
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if (sprite)
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{
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game.debug.renderBodyInfo(sprite, 16, 24);
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}
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if (sprite)
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{
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game.debug.renderPolygon(sprite.body.polygons);
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}
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if (sprite2)
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{
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game.debug.renderPolygon(sprite2.body.polygons);
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}
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// game.debug.renderRectangle(land.body);
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}
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