mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
139 lines
6.4 KiB
JavaScript
139 lines
6.4 KiB
JavaScript
/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/physics/advanced/Manager.ts" />
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/// <reference path="../../Phaser/physics/advanced/shapes/Box.ts" />
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/// <reference path="../../Phaser/physics/advanced/shapes/Circle.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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function init() {
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game.load.image('xatari', 'assets/sprites/atari800xl.png');
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game.load.image('card', 'assets/sprites/mana_card.png');
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game.load.image('atari', 'assets/sprites/shinyball.png');
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game.load.start();
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}
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var debug;
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var atari;
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var card;
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var physics;
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var circle;
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var walls;
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var t;
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function create() {
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//atari = game.add.sprite(200, 100, 'atari');
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// need to get the physics bounds around the sprite center, regardless of origin
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//atari.transform.origin.setTo(0.5, 0.5);
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//card = game.add.sprite(500, 300, 'card');
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physics = new Phaser.Physics.Advanced.Manager(game);
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//Phaser.Physics.Advanced.Manager.debug = debug;
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walls = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_STATIC, 0, 0);
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walls.game = game;
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//walls.addBox(250, 200, 500, 20, 0, 1, 1);
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//staticBody.addShape(new ShapeBox(0, 0.2, 20.48, 0.4));
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// * 0.02 p2m
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// * 50 m2p
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walls.addBox(0, 500, 1024, 20, 0, 1, 1);
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//walls.transform.setRotation(game.math.degreesToRadians(4));
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//walls.fixedRotation = true;
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// position is in relation to the containing body! don't forget this
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//ground = walls.addShape(new Phaser.Physics.Advanced.Shapes.Box(400, 500, 500, 20));
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//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 0.2, 20.48, 0.4));
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//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 15.16, 20.48, 0.4));
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//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(-10.04, 7.68, 0.4, 14.56));
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//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(10.04, 7.68, 0.4, 14.56));
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//walls.resetMassData();
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physics.space.addBody(walls);
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// Add a circle
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//circle = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, 200, 100);
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//circle.game = game;
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//circle.addCircle(32, 0, 0, 0.5);
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//physics.space.addBody(circle);
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t = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, 300, 100);
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//t.fixedRotation = true;
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t.game = game;
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t.addBox(0, 0, 20, 20, 0.5, 1, 1);
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//t.addCircle(32, 0, 0, 0.8);
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//t.addTriangle(0, 0, 1, 1, 2, 2);
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//t.addPoly([{ x: -0.8, y: 0.48 }, { x: -0.8, y: 0 }, { x: 0.8, y: 0 }, { x: 0.8, y: 0.32 }, { x: 0, y: 0.84 }, { x: -0.56, y: 0.84 }], 1, 1, 6);
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//t.addPoly([{ x: -0.8, y: 0.48 }, { x: -0.8, y: 0 }, { x: 0.8, y: 0 }, { x: 0.8, y: 0.32 }, { x: 0, y: 0.84 }, { x: -0.56, y: 0.84 }], 0.5, 1, 1);
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//t.transform.setRotation(game.math.degreesToRadians(45));
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//t.fixedRotation = true;
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physics.space.addBody(t);
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game.input.onTap.add(step, this);
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}
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function step() {
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physics.update();
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}
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function update() {
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//if (physics.space.stepCount < 90)
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//{
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physics.update();
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//}
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//atari.x = physics.metersToPixels(circle.position.x);
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//atari.y = physics.metersToPixels(circle.position.y);
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//atari.rotation = physics.metersToPixels(circle.angle);
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// force moves without rotating
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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circle.applyAngularImpulse(-0.02);
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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circle.applyAngularImpulse(0.02);
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}
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/*
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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circle.applyForceToCenter(new Phaser.Vec2(-8, 0));
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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circle.applyForceToCenter(new Phaser.Vec2(8, 0));
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}
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*/
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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circle.applyForceToCenter(new Phaser.Vec2(0, -10));
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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circle.applyForceToCenter(new Phaser.Vec2(0, 5));
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}
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//console.log(circle.velocity.x, circle.velocity.y);
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//console.log('p', circle.position.x, circle.position.y);
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}
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function renderBounds(body) {
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game.stage.context.fillStyle = 'rgba(0,255,200,0.2)';
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game.stage.context.fillRect(body.bounds.x, body.bounds.y, body.bounds.width, body.bounds.height);
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}
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function renderCircle(shape) {
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game.stage.context.beginPath();
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game.stage.context.arc(shape.tc.x * 50, shape.tc.y * 50, shape.radius * 50, 0, Math.PI * 2, false);
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if(shape.body.isAwake) {
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game.stage.context.fillStyle = 'rgba(0,255,0, 0.3)';
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} else {
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game.stage.context.fillStyle = 'rgba(100,100,100, 0.1)';
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}
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game.stage.context.fill();
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game.stage.context.closePath();
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}
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function drawPolygon(ctx, shape, lineWidth, fillStyle) {
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var verts = shape.tverts;
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var body = shape.body;
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ctx.beginPath();
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ctx.moveTo(body.position.x + verts[0].x * 50, body.position.y + verts[0].y * 50);
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for(var i = 0; i < verts.length; i++) {
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ctx.lineTo(body.position.x + verts[i].x * 50, body.position.y + verts[i].y * 50);
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}
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ctx.lineTo(body.position.x + verts[verts.length - 1].x * 50, body.position.y + verts[verts.length - 1].y * 50);
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ctx.closePath();
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ctx.fillStyle = fillStyle;
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ctx.fill();
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}
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function render() {
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//game.stage.context.fillStyle = 'rgb(255,255,0)';
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//game.stage.context.fillText('x: ' + t.position.x + ' y: ' + t.position.y, 32, 32);
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//game.stage.context.fillText('vx: ' + t.velocity.x + ' vy: ' + t.velocity.y, 32, 64);
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//game.stage.context.fillText('x: ' + t.bounds.x + ' y: ' + t.bounds.y, 32, 32);
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//game.stage.context.fillText('vx: ' + t.velocity.x + ' vy: ' + t.velocity.y, 32, 64);
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//renderCircle(circle.shapes[0]);
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//renderBounds(circle);
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drawPolygon(game.stage.context, walls.shapes[0], 1, 'rgb(0,255,255)');
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//drawPolygon(game.stage.context, walls.shapes[1], 1, 'rgb(0,255,255)');
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//renderCircle(t.shapes[0]);
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drawPolygon(game.stage.context, t.shapes[0], 1, 'rgb(255,255,255)');
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//renderBounds(t);
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}
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})();
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