phaser/examples/wip/acceleration.js

101 lines
2.5 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.image('car', 'assets/sprites/car90.png');
game.load.image('baddie', 'assets/sprites/space-baddie.png');
}
var car;
var aliens;
function create() {
// aliens = game.add.group();
// for (var i = 0; i < 50; i++)
// {
// var s = aliens.create(game.world.randomX, game.world.randomY, 'baddie');
// s.name = 'alien' + s;
// s.body.collideWorldBounds = true;
// s.body.bounce.setTo(0.8, 0.8);
// s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
// }
car = game.add.sprite(0, 300, 'car');
car.anchor.setTo(0.5, 0.5);
car.body.collideWorldBounds = true;
car.body.bounce.setTo(0.8, 0.8);
car.body.allowRotation = true;
// car.body.drag.x = 10;
// car.body.drag.y = 10;
// car.body.acceleration.x = 10;
game.input.onDown.add(start, this);
}
var s = 0;
function start() {
// car.body.velocity.x = 200;
car.body.acceleration.x = 100;
s = game.time.now;
}
function update() {
if (car.x >= 400 && car.body.velocity.x > 0)
{
car.body.velocity.x = 0;
car.body.acceleration.x = 0;
var total = game.time.now - s;
console.log(game.time.physicsElapsed);
console.log('total ms', total, 'px/sec', car.x/(total/1000));
}
// car.body.velocity.x = 0;
// car.body.velocity.y = 0;
// car.body.angularVelocity = 0;
// car.body.acceleration.x = 0;
// car.body.acceleration.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.body.angularVelocity = -200;
// car.body.acceleration.x = -10;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.body.angularVelocity = 200;
// car.body.acceleration.x = 10;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
// game.physics.accelerationFromRotation(car.rotation, 10, car.body.acceleration);
// car.body.acceleration.x = 10;
// car.body.acceleration.copyFrom(game.physics.velocityFromAngle(car.angle, 30));
// car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300));
}
else
{
// game.physics.accelerationFromRotation(car.rotation, 10, car.body.acceleration);
}
// game.physics.collide(car, aliens);
}
function render() {
game.debug.renderSpriteInfo(car, 32, 32);
}