phaser/examples/wip/contact2.js

143 lines
3.4 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.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
game.load.image('background', 'assets/games/starstruck/background2.png');
game.load.image('box', 'assets/sprites/block.png');
}
var player;
var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var boxes;
function create() {
game.stage.backgroundColor = '#000000';
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
bg.fixedToCamera = true;
game.physics.gravity.y = 20;
game.physics.friction = 0.5;
// game.physics.setBoundsToWorld();
var playerCG = game.physics.createCollisionGroup();
var boxCG = game.physics.createCollisionGroup();
player = game.add.sprite(50, 550, 'dude');
player.name = 'player';
player.physicsEnabled = true;
player.body.fixedRotation = true;
player.body.setCollisionGroup(playerCG);
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
boxes = game.add.group();
for (var i = 0; i < 10; i++)
{
var box = boxes.create(200 + (i * 50), 550, 'box');
box.name = 'box' + i;
box.scale.set(0.5);
box.physicsEnabled = true;
box.body.setCollisionGroup(boxCG);
box.body.collides(playerCG);
box.body.fixedRotation = true;
}
// Because player is creating the collides callback, the parameter order will be: callback (playerBody, boxBody, playerShape, boxShape)
player.body.collides(boxCG, gotBox, this);
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function gotBox(body1, body2, shape1, shape2) {
console.log('gotBox', body1.sprite.name, body2.sprite.name);
body2.sprite.kill();
}
function update() {
if (cursors.left.isDown)
{
player.body.moveLeft(200);
if (facing != 'left')
{
player.animations.play('left');
facing = 'left';
}
}
else if (cursors.right.isDown)
{
player.body.moveRight(200);
if (facing != 'right')
{
player.animations.play('right');
facing = 'right';
}
}
else
{
player.body.velocity.x = 0;
if (facing != 'idle')
{
player.animations.stop();
if (facing == 'left')
{
player.frame = 0;
}
else
{
player.frame = 5;
}
facing = 'idle';
}
}
if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump())
{
player.body.moveUp(300);
jumpTimer = game.time.now + 750;
}
}
function checkIfCanJump(){
var yAxis = p2.vec2.fromValues(0,1);
var result = false;
for(var i=0; i<game.physics.world.narrowphase.contactEquations.length; i++){
var c = game.physics.world.narrowphase.contactEquations[i];
if(c.bi === player.body.data || c.bj === player.body.data){
var d = p2.vec2.dot(c.ni,yAxis); // Normal dot Y-axis
if(c.bi === player.body.data) d *= -1;
if(d > 0.5) result = true;
}
}
return result;
}
function render () {
game.debug.physicsBody(player.body);
}