phaser/examples/physics/quadtree - ids.js

90 lines
2.1 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('ship', 'assets/sprites/xenon2_ship.png');
game.load.image('baddie', 'assets/sprites/space-baddie.png');
}
var ship;
var total;
var aliens;
function create() {
game.world.setBounds(0,0,2000, 2000);
aliens = [];
for (var i = 0; i < 1000; i++)
{
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'baddie');
s.name = 'alien' + s;
s.body.collideWorldBounds = true;
s.body.bounce.setTo(1, 1);
s.body.velocity.setTo(10 + Math.random() * 10, 10 + Math.random() * 10);
aliens.push(s);
}
ship = game.add.sprite(400, 400, 'ship');
ship.body.collideWorldBounds = true;
ship.body.bounce.setTo(0.5, 0.5);
}
function update() {
for (var i = 0; i < aliens.length; i++)
{
aliens[i].alpha = 0.3;
}
total = game.physics.quadTree.retrieve(ship);
// Get the ships top-most ID. If the length of that ID is 1 then we can ignore every other result,
// it's simply not colliding with anything :)
for (var i = 0; i < total.length; i++)
{
total[i].sprite.alpha = 1;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
ship.body.velocity.x -= 2;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
ship.body.velocity.x += 2;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
ship.body.velocity.y -= 2;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
ship.body.velocity.y += 2;
}
}
function render() {
for (var i = 0; i < aliens.length; i++)
{
// game.debug.geom(aliens[i].bounds);
}
game.debug.text(total.length, 32, 32);
game.debug.QuadTree(game.physics.quadTree);
// game.debug.geom(ship);
game.debug.text('Index: ' + ship.body.quadTreeIndex, 32, 80);
for (var i = 0; i < ship.body.quadTreeIDs.length; i++)
{
game.debug.text('ID: ' + ship.body.quadTreeIDs[i], 32, 100 + (i * 20));
}
}