phaser/examples/wip/platforms.js
photonstorm 08e5f18257 Fixed some doc typos.
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00

170 lines
4.5 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;
// map = game.add.tilemap('level1');
// map.addTilesetImage('tiles-1');
// map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]);
// layer = map.createLayer('Tile Layer 1');
// Un-comment this on to see the collision tiles
// layer.debug = true;
// layer.resizeWorld();
// game.physics.setBoundsToWorld();
// game.physics.gravity.y = 9.78;
game.physics.setBoundsToWorld(true, true, false, true, false);
game.physics.world.gravity[1] = -20;
game.physics.friction = 0.5;
game.physics.world.solver.stiffness = 1e20;
game.physics.world.solver.relaxation = 3;
// Materials
var groundMaterial = game.physics.createMaterial('ground');
var characterMaterial = game.physics.createMaterial('character');
var boxMaterial = game.physics.createMaterial('box');
player = game.add.sprite(100, -400, 'dude');
player.physicsEnabled = true;
player.body.fixedRotation = true;
player.body.setMaterial(characterMaterial);
player.body.mass = 1;
player.body.damping = 0.5;
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 < 50; i++)
{
var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(-200, 400), 'box');
// box.scale.set(0.5);
box.scale.set(game.rnd.realInRange(0.2, 0.7));
box.physicsEnabled = true;
box.body.mass = 10;
box.body.setMaterial(boxMaterial);
box.body.fixedRotation = true;
}
// Set the material along the ground
game.physics.setWorldMaterial(groundMaterial);
var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
console.log(groundCharacterCM);
console.log(boxGroundCM);
// game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
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 () {
// if (player.debug)
// {
game.debug.renderPhysicsBody(player.body);
// game.debug.renderBodyInfo(player, 16, 24);
// }
}