mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
124 lines
2.6 KiB
JavaScript
124 lines
2.6 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('box', 'assets/sprites/block.png');
|
|
|
|
}
|
|
|
|
var box;
|
|
var box2;
|
|
var cursors;
|
|
|
|
function p2px(v) {
|
|
return v *= -20;
|
|
}
|
|
|
|
function px2p(v) {
|
|
return v * -0.05;
|
|
}
|
|
|
|
function create() {
|
|
|
|
box = game.add.sprite(200, 0, 'box');
|
|
|
|
box2 = game.add.sprite(400, 0, 'box');
|
|
box2.physicsEnabled = true;
|
|
|
|
box2.body.setZeroDamping();
|
|
|
|
cursors = game.input.keyboard.createCursorKeys();
|
|
|
|
|
|
// box2.body.mass = 2;
|
|
|
|
/*
|
|
// Add a plane
|
|
planeShape = new p2.Plane();
|
|
planeBody = new p2.Body({ mass: 0, position:[0, px2p(550)] });
|
|
// planeBody = new p2.Body();
|
|
planeBody.addShape(planeShape);
|
|
world.addBody(planeBody);
|
|
*/
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
box2.body.setZeroVelocity();
|
|
|
|
if (cursors.left.isDown)
|
|
{
|
|
box2.body.moveLeft(200);
|
|
}
|
|
else if (cursors.right.isDown)
|
|
{
|
|
box2.body.moveRight(200);
|
|
}
|
|
|
|
if (cursors.up.isDown)
|
|
{
|
|
box2.body.moveUp(200);
|
|
}
|
|
else if (cursors.down.isDown)
|
|
{
|
|
box2.body.moveDown(200);
|
|
}
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
game.debug.renderText('x: ' + box2.body.velocity.x, 32, 32);
|
|
game.debug.renderText('y: ' + box2.body.velocity.y, 32, 64);
|
|
|
|
// game.debug.renderText('x: ' + p2px(boxBody.position[0]), 32, 32);
|
|
// game.debug.renderText('y: ' + p2px(boxBody.position[1]), 32, 64);
|
|
// game.debug.renderText('r: ' + boxBody.angle, 32, 96);
|
|
|
|
// drawbox();
|
|
|
|
}
|
|
|
|
function drawbox() {
|
|
|
|
var ctx = game.context;
|
|
|
|
ctx.save();
|
|
ctx.translate(game.width/2, game.height/2); // Translate to the center
|
|
ctx.scale(50, -50); // Zoom in and flip y axis
|
|
|
|
ctx.lineWidth = 0.05;
|
|
ctx.strokeStyle = 'rgb(255,255,255)';
|
|
|
|
|
|
ctx.beginPath();
|
|
var x = boxBody.position[0],
|
|
y = boxBody.position[1];
|
|
ctx.save();
|
|
ctx.translate(x, y); // Translate to the center of the box
|
|
ctx.rotate(boxBody.angle); // Rotate to the box body frame
|
|
ctx.rect(-boxShape.width/2, -boxShape.height/2, boxShape.width, boxShape.height);
|
|
ctx.stroke();
|
|
ctx.closePath();
|
|
// ctx.restore();
|
|
|
|
// ctx.save();
|
|
// ctx.translate(game.width/2, game.height/2); // Translate to the center
|
|
// ctx.scale(50, -50); // Zoom in and flip y axis
|
|
|
|
// ctx.lineWidth = 0.05;
|
|
// ctx.strokeStyle = 'rgb(255,255,255)';
|
|
// ctx.beginPath();
|
|
|
|
// var y = planeBody.position[1];
|
|
// ctx.rotate(0); // Rotate to the box body frame
|
|
// ctx.moveTo(-game.width, y);
|
|
// ctx.lineTo( game.width, y);
|
|
// ctx.stroke();
|
|
|
|
// ctx.closePath();
|
|
ctx.restore();
|
|
}
|
|
|