mirror of
https://github.com/photonstorm/phaser
synced 2025-01-05 17:58:48 +00:00
204 lines
4.2 KiB
JavaScript
204 lines
4.2 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.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
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}
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var sprite;
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var sprite2;
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function create() {
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game.stage.backgroundColor = '#124184';
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test5();
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}
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function test5() {
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// Offset Down Collision false
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sprite = game.add.sprite(438, 400, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(0.9, 0.9);
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sprite.body.checkCollision.up = false;
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sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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// sprite2.body.checkCollision.down = false;
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// sprite2.body.mass = 1;
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// sprite2.body.bounce.setTo(1, 1);
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// sprite2.body.friction = 0;
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game.input.onDown.add(launch5, this);
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}
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function launch5() {
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// sprite.body.velocity.x = 200;
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// sprite.body.velocity.y = -300;
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// sprite2.body.velocity.x = -200;
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sprite2.body.velocity.y = 200;
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}
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function test4() {
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// Down Collision false
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sprite = game.add.sprite(400, 400, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(0.9, 0.9);
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sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.checkCollision.down = false;
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// sprite2.body.mass = 1;
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// sprite2.body.bounce.setTo(1, 1);
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// sprite2.body.friction = 0;
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game.input.onDown.add(launch4, this);
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}
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function launch4() {
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// sprite.body.velocity.x = 200;
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sprite.body.velocity.y = -300;
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// sprite2.body.velocity.x = -200;
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// sprite2.body.velocity.y = -200;
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}
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function test3() {
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// Top Collision false
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sprite = game.add.sprite(400, 400, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.checkCollision.up = false;
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sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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// sprite2.body.checkCollision.left = false;
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sprite2.body.bounce.setTo(0.9, 0.9);
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// sprite2.body.mass = 1;
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// sprite2.body.bounce.setTo(1, 1);
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// sprite2.body.friction = 0;
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game.input.onDown.add(launch3, this);
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}
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function launch3() {
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// sprite.body.velocity.x = 200;
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// sprite.body.velocity.y = -300;
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// sprite2.body.velocity.x = -200;
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sprite2.body.velocity.y = 200;
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}
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function test2() {
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// Left Collision false
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sprite = game.add.sprite(200, 300, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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// sprite.body.checkCollision.right = false;
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sprite.body.bounce.setTo(0.9, 0.9);
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// sprite.body.friction = 0;
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// sprite.scale.setTo(2, 2);
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// sprite.body.mass = 2;
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sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.checkCollision.left = false;
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// sprite2.body.bounce.setTo(0.9, 0.9);
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// sprite2.body.mass = 1;
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// sprite2.body.bounce.setTo(1, 1);
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// sprite2.body.friction = 0;
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game.input.onDown.add(launch2, this);
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}
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function launch2() {
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sprite.body.velocity.x = 200;
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// sprite.body.velocity.y = -300;
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// sprite2.body.velocity.x = -200;
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// sprite2.body.velocity.y = -200;
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}
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function test1() {
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// Right Collision false
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sprite = game.add.sprite(200, 300, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.checkCollision.right = false;
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// sprite.body.bounce.setTo(0.9, 0.9);
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// sprite.body.bounce.setTo(1, 1);
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// sprite.body.friction = 0;
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// sprite.scale.setTo(2, 2);
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// sprite.body.mass = 2;
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sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.bounce.setTo(0.9, 0.9);
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// sprite2.body.mass = 1;
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// sprite2.body.bounce.setTo(1, 1);
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// sprite2.body.friction = 0;
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game.input.onDown.add(launch1, this);
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}
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function launch1() {
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sprite2.body.velocity.x = -200;
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}
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function update() {
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game.physics.collide(sprite, sprite2);
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}
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function render() {
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if (sprite)
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{
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game.debug.renderBodyInfo(sprite, 16, 24);
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}
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if (sprite)
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{
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game.debug.renderPhysicsBody(sprite.body);
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}
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if (sprite2)
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{
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game.debug.renderPhysicsBody(sprite2.body);
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}
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}
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