mirror of
https://github.com/photonstorm/phaser
synced 2024-12-03 18:10:10 +00:00
105 lines
3 KiB
JavaScript
105 lines
3 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser1.png');
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game.load.spritesheet('arrows', 'assets/sprites/arrows.png', 23, 31);
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}
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var arrowStart;
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var arrowEnd;
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var sprite;
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function create() {
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game.stage.backgroundColor = '#2384e7';
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// game.physics.setBoundsToWorld(true, true, false, false);
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// arrowStart = game.add.sprite(100, 100, 'arrows', 0);
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// arrowEnd = game.add.sprite(400, 100, 'arrows', 1);
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// sprite = game.add.sprite(100, 164, 'phaser');
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sprite = game.add.sprite(300, 364, 'phaser');
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// sprite.anchor.setTo(0.5, 0.5);
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sprite.inputEnabled = true;
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(1, 1);
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sprite.alpha = 0.2;
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// sprite.body.allowRotation = true;
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// sprite.body.polygon.translate(100, 0);
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// sprite.body.setPolygon([new SAT.Vector(0,0), new SAT.Vector(60, 0), new SAT.Vector(100, 40), new SAT.Vector(60, 80), new SAT.Vector(0, 80)], -50, -40);
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sprite.body.setPolygon([new SAT.Vector(0,50), new SAT.Vector(100, 50), new SAT.Vector(100, 0), new SAT.Vector(150, 0), new SAT.Vector(150, 150), new SAT.Vector(100, 150), new SAT.Vector(100, 100), new SAT.Vector(0, 100), new SAT.Vector(0, 50)], -100, -100);
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// sprite.body.setCircle(50);
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// sprite.body.offset.setTo(50, 50);
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// console.log(sprite.body.x, sprite.body.y, sprite.body.shape.radius);
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sprite.events.onInputDown.add(move, this);
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// sprite.body.polygons.rotate(0.4);
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// sprite.rotation = 0.4;
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// console.log(sprite.body.polygons);
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}
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function move() {
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console.log('move');
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sprite.body.velocity.x = 200;
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sprite.body.velocity.y = -200;
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// sprite.body.angularVelocity = 2;
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// sprite.rotation = 0.4;
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// console.log(sprite.body.polygon.points);
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// to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
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// game.add.tween(sprite).to( { angle: 359 }, 8000, Phaser.Easing.Linear.None, true, 0, 1000, false);
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// sprite.scale.setTo(2, 2);
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if (sprite.x === 100)
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{
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// Here you'll notice we are using a relative value for the tween.
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// You can specify a number as a string with either + or - at the start of it.
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// When the tween starts it will take the sprites current X value and add +300 to it.
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// game.add.tween(sprite).to( { x: '+300' }, 2000, Phaser.Easing.Linear.None, true);
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}
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else if (sprite.x === 400)
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{
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// game.add.tween(sprite).to( { x: '-300' }, 2000, Phaser.Easing.Linear.None, true);
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}
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}
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function render() {
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if (sprite.x === 100 || sprite.x === 400)
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{
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// game.debug.renderText('Click sprite to tween', 32, 32);
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}
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// game.debug.renderText('x: ' + arrowStart.x, arrowStart.x, arrowStart.y - 4);
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// game.debug.renderText('x: ' + arrowEnd.x, arrowEnd.x, arrowEnd.y - 4);
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game.debug.renderText('sprite.x: ' + sprite.x + ' deltaX: ' + sprite.deltaX, 32, 32);
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game.debug.renderText('sprite.y: ' + sprite.y + ' deltaY: ' + sprite.deltaY, 32, 48);
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game.debug.renderPhysicsBody(sprite.body);
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game.debug.renderPoint(sprite.center);
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}
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