mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 14:22:54 +00:00
08e5f18257
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
170 lines
4.5 KiB
JavaScript
170 lines
4.5 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('dude', 'assets/games/starstruck/dude.png', 32, 48);
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game.load.image('background', 'assets/games/starstruck/background2.png');
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game.load.image('box', 'assets/sprites/block.png');
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}
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var player;
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var facing = 'left';
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var jumpTimer = 0;
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var cursors;
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var jumpButton;
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var boxes;
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function create() {
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game.stage.backgroundColor = '#000000';
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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// map = game.add.tilemap('level1');
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// map.addTilesetImage('tiles-1');
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// map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]);
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// layer = map.createLayer('Tile Layer 1');
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// Un-comment this on to see the collision tiles
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// layer.debug = true;
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// layer.resizeWorld();
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// game.physics.setBoundsToWorld();
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// game.physics.gravity.y = 9.78;
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game.physics.setBoundsToWorld(true, true, false, true, false);
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game.physics.world.gravity[1] = -20;
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game.physics.friction = 0.5;
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game.physics.world.solver.stiffness = 1e20;
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game.physics.world.solver.relaxation = 3;
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// Materials
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var groundMaterial = game.physics.createMaterial('ground');
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var characterMaterial = game.physics.createMaterial('character');
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var boxMaterial = game.physics.createMaterial('box');
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player = game.add.sprite(100, -400, 'dude');
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player.physicsEnabled = true;
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player.body.fixedRotation = true;
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player.body.setMaterial(characterMaterial);
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player.body.mass = 1;
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player.body.damping = 0.5;
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('turn', [4], 20, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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boxes = game.add.group();
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for (var i = 0; i < 50; i++)
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{
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var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(-200, 400), 'box');
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// box.scale.set(0.5);
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box.scale.set(game.rnd.realInRange(0.2, 0.7));
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box.physicsEnabled = true;
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box.body.mass = 10;
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box.body.setMaterial(boxMaterial);
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box.body.fixedRotation = true;
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}
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// Set the material along the ground
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game.physics.setWorldMaterial(groundMaterial);
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var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
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var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
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var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
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console.log(groundCharacterCM);
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console.log(boxGroundCM);
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// game.camera.follow(player);
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cursors = game.input.keyboard.createCursorKeys();
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jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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}
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function update() {
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if (cursors.left.isDown)
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{
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player.body.moveLeft(200);
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if (facing != 'left')
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{
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player.animations.play('left');
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facing = 'left';
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}
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}
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else if (cursors.right.isDown)
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{
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player.body.moveRight(200);
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if (facing != 'right')
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{
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player.animations.play('right');
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facing = 'right';
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}
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}
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else
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{
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player.body.velocity.x = 0;
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if (facing != 'idle')
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{
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player.animations.stop();
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if (facing == 'left')
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{
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player.frame = 0;
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}
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else
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{
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player.frame = 5;
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}
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facing = 'idle';
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}
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}
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if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump())
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{
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player.body.moveUp(300);
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jumpTimer = game.time.now + 750;
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}
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}
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function checkIfCanJump(){
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var yAxis = p2.vec2.fromValues(0,1);
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var result = false;
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for(var i=0; i<game.physics.world.narrowphase.contactEquations.length; i++){
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var c = game.physics.world.narrowphase.contactEquations[i];
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if(c.bi === player.body.data || c.bj === player.body.data){
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var d = p2.vec2.dot(c.ni,yAxis); // Normal dot Y-axis
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if(c.bi === player.body.data) d *= -1;
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if(d > 0.5) result = true;
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}
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}
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return result;
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}
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function render () {
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// if (player.debug)
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// {
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game.debug.renderPhysicsBody(player.body);
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// game.debug.renderBodyInfo(player, 16, 24);
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// }
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}
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