phaser/examples/arcade physics/angular acceleration.js

52 lines
1.4 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.image('arrow', 'assets/sprites/arrow.png');
}
var sprite;
function create() {
game.stage.backgroundColor = '#0072bc';
sprite = game.add.sprite(400, 300, 'arrow');
sprite.anchor.setTo(0.5, 0.5);
game.physics.enable(sprite, Phaser.Physics.ARCADE);
// We'll set a lower max angular velocity here to keep it from going totally nuts
sprite.body.maxAngular = 500;
// Apply a drag otherwise the sprite will just spin and never slow down
sprite.body.angularDrag = 50;
}
function update() {
// Reset the acceleration
sprite.body.angularAcceleration = 0;
// Apply acceleration if the left/right arrow keys are held down
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
sprite.body.angularAcceleration -= 200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
sprite.body.angularAcceleration += 200;
}
}
function render() {
game.debug.spriteInfo(sprite, 32, 32);
game.debug.text('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
game.debug.text('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
game.debug.text('angularDrag: ' + sprite.body.angularDrag, 32, 264);
game.debug.text('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
}