mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
50 lines
1.4 KiB
JavaScript
50 lines
1.4 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.image('parsec', 'assets/sprites/parsec.png');
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game.load.image('spaceman', 'assets/sprites/exocet_spaceman.png');
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}
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var sprite1;
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var sprite2;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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// Here we've replaced the sprites body with a polygon.
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// The point data was generated by tracing the PNGs in Physics Editor: http://www.codeandweb.com/physicseditor
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sprite1 = game.add.sprite(550, 250, 'parsec');
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sprite1.body.setPolygon(56, -1 , 10, -5 , 1, -13 , 0, -34 , 55, -60 , 122, -78 , 165, -80 , 214, -74 , 285, -71 , 296, -44 , 298, -12 , 292, -5 , 168, -3);
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sprite1.body.translate(0, 80);
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sprite1.body.velocity.x = -100;
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sprite2 = game.add.sprite(0, 200, 'spaceman');
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sprite2.body.setPolygon(34, -172 , 75, -172 , 87, -145 , 121, -52 , 105, -16 , 55, -3 , 9, -19 , 1, -57 , 24, -145);
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sprite2.body.translate(0, 175);
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sprite2.body.velocity.x = 100;
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}
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function update() {
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game.physics.collide(sprite1, sprite2, collisionHandler, null, this);
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}
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function collisionHandler (obj1, obj2) {
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game.stage.backgroundColor = '#992d2d';
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}
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function render() {
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game.debug.physicsBody(sprite1.body);
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game.debug.physicsBody(sprite2.body);
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}
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