phaser/examples/physics/framerate independence.js

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JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
// This example pokes around with the internal Phaser time and physics systems
// just to demonstrate collision and physics behaviour with different framerates.
// Doing this in your game is not recommended
function preload() {
game.load.image('sprite', 'assets/sprites/diamond.png');
}
var sprite, box;
var configurations = [
{
framerate: null,
description: 'Default (as fast as possible)',
color: 0x999999
},
{
framerate: 120,
color: 0x0000FF
},
{
framerate: 60,
color: 0x00FF00
},
{
framerate: 30,
color: 0x00CCCC
},
{
framerate: 11,
color: 0xFF0000
},
{
framerate: 7,
color: 0xCC00CC
},
{
framerate: 5,
color: 0xCCCC00
},
{
framerate: function() { return Math.random() * 30 + 30; },
description: 'Jittered 30-60hz',
color: 0x333399
},
{
framerate: function() { return Math.random() * 119 + 1; },
description: 'Jittered 1-120hz',
color: 0x339933
}
];
var configurationIndex = 0;
var currentConfiguration = configurations[0];
var floor = game.height - 40;
// Here we keep a copy of the original framerate update method
Phaser.Time.prototype.originalUpdate = Phaser.Time.prototype.update;
// And replace it with one that overrides the framerate
Phaser.Time.prototype.update = function (time) {
this.originalUpdate(time);
if(currentConfiguration.framerate)
{
if(typeof(currentConfiguration.framerate) == 'function')
{
this.physicsElapsed = 1.0 / currentConfiguration.framerate();
} else {
this.physicsElapsed = 1.0 / currentConfiguration.framerate;
}
}
};
function resetSprite()
{
sprite.body.x = 40;
sprite.body.y = floor;
sprite.body.velocity.x = 300;
sprite.body.velocity.y = -900;
sprite.body.gravity.y = 20;
};
function create() {
sprite = game.add.sprite(40, floor, 'sprite');
sprite.body.bounce.y = 0.5;
resetSprite();
for(var i = 0; i < configurations.length; i++)
{
configurations[i].graphics = game.add.graphics(0, 0);
configurations[i].points = [];
}
box = game.add.sprite(450, floor - 40, 'missing');
box.width = 100;
box.body.immovable = true;
};
function update() {
game.physics.collide(sprite, box);
currentConfiguration.points.push([sprite.center.x, sprite.center.y]);
if(sprite.body.velocity.y > 0 && sprite.body.y > floor)
{
currentConfiguration.graphics.clear();
currentConfiguration.graphics.lineStyle(1, currentConfiguration.color, 1)
currentConfiguration.graphics.moveTo(currentConfiguration.points[0][0], currentConfiguration.points[0][1]);
for(var i = 1; i < currentConfiguration.points.length; i++)
{
currentConfiguration.graphics.lineTo(currentConfiguration.points[i][0], currentConfiguration.points[i][1]);
}
currentConfiguration.points.length = 0;
configurationIndex = (configurationIndex + 1) % configurations.length;
currentConfiguration = configurations[configurationIndex];
resetSprite();
}
};
function render() {
game.debug.text("Framerate: " + (currentConfiguration.description || (currentConfiguration.framerate + 'hz')), 10, 40);
};