phaser/TS Tests/scrollzones/blasteroids.ts
2013-08-28 07:02:57 +01:00

156 lines
4.1 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render);
function preload() {
game.load.image('nashwan', 'assets/sprites/xenon2_ship.png');
game.load.image('starfield', 'assets/misc/starfield.jpg');
game.load.image('jet', 'assets/sprites/particle1.png');
game.load.image('bullet', 'assets/misc/bullet1.png');
}
var scroller: Phaser.ScrollZone;
var emitter: Phaser.ArcadeEmitter;
var ship: Phaser.Sprite;
var bullets: Phaser.Group;
var speed: number = 0;
var fireRate: number = 0;
var shipMotion: Phaser.Point;
function create() {
scroller = game.add.scrollZone('starfield', 0, 0, 1024, 1024);
emitter = game.add.emitter(game.stage.centerX + 16, game.stage.centerY + 12);
emitter.makeParticles('jet', 250, false, 0);
emitter.setRotation(0, 0);
// Looks like a smoke trail!
//emitter.globalCompositeOperation = 'xor';
// Looks way cool :)
emitter.texture.globalCompositeOperation = 'lighter';
bullets = game.add.group(50);
// Create our bullet pool
for (var i = 0; i < 50; i++)
{
var tempBullet = new Phaser.Sprite(game, game.stage.centerX, game.stage.centerY, 'bullet');
tempBullet.exists = false;
tempBullet.transform.rotationOffset = 90;
//tempBullet.setBounds(-100, -100, 900, 700);
//tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
bullets.add(tempBullet);
}
ship = game.add.sprite(game.stage.centerX, game.stage.centerY, 'nashwan', Phaser.Types.BODY_DYNAMIC);
ship.transform.origin.setTo(0.5, 0.5);
// We do this because the ship was drawn facing up, but 0 degrees is pointing to the right
ship.transform.rotationOffset = 90;
game.input.onDown.add(test, this);
}
function test(event) {
game.stage.scale.startFullScreen();
}
function update() {
ship.body.angularVelocity = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
ship.body.angularVelocity = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
ship.body.angularVelocity = 200;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
speed += 0.1;
if (speed > 10)
{
speed = 10;
}
}
else
{
speed -= 0.1;
if (speed < 0) {
speed = 0;
}
}
//shipMotion = game.motion.velocityFromAngle(ship.rotation, speed);
scroller.setSpeed(shipMotion.x, shipMotion.y);
// emit particles
if (speed > 2)
{
// We use the opposite of the motion because the jets emit out the back of the ship
// The 20 and 30 values just keep them nice and fast
emitter.setXSpeed(-(shipMotion.x * 20), -(shipMotion.x * 30));
emitter.setYSpeed(-(shipMotion.y * 20), -(shipMotion.y * 30));
emitter.emitParticle();
}
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
{
fire();
}
}
function render() {
//ship.body.renderDebugInfo(32, 32);
}
function recycleBullet(bullet:Phaser.Sprite) {
if (bullet.exists && bullet.x < -40 || bullet.x > 840 || bullet.y < -40 || bullet.y > 640)
{
bullet.exists = false;
}
}
function fire() {
if (game.time.now > fireRate)
{
var b:Phaser.Sprite = bullets.getFirstAvailable();
b.x = ship.x;
b.y = ship.y - 26;
//var bulletMotion = game.motion.velocityFromAngle(ship.rotation, 400);
var bulletMotion = {x:0,y:0};
b.revive();
b.rotation = ship.rotation;
b.body.velocity.setTo(bulletMotion.x, bulletMotion.y);
fireRate = game.time.now + 100;
}
}
})();