mirror of
https://github.com/photonstorm/phaser
synced 2024-12-05 02:50:55 +00:00
163 lines
3.9 KiB
JavaScript
163 lines
3.9 KiB
JavaScript
// mods by Patrick OReilly
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// twitter: @pato_reilly
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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.image('analog', 'assets/tests/fusia.png');
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game.load.image('arrow', 'assets/sprites/longarrow2.png');
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game.load.image('ball', 'assets/sprites/pangball.png');
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game.load.image('hill', 'assets/pics/atari_fujilogo.png');
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game.load.image('block', 'assets/sprites/block.png');
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game.load.image('wabbit', 'assets/sprites/wabbit.png');
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}
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var arrow;
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var ball;
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var catchFlag = false;
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var wabbits;
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var wab;
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var launchVelocity = 0;
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var shotCount = 0;
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var wabbitCount = 0;
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function create() {
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// set global gravity
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game.physics.gravity.y = 200;
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game.stage.backgroundColor = '#0072bc';
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var graphics = game.add.graphics(0, 0);
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graphics.beginFill(0x049e0c);
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graphics.drawRect(195, 450, 10, 150);
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wabbits = game.add.group();
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for (var i = 0; i < 5; i++)
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{
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wab = wabbits.create(game.rnd.integerInRange(575, 650), game.rnd.integerInRange(150, 260), 'wabbit');
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wab.name = 'wab' + i;
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wab.body.collideWorldBounds = true;
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wab.body.mass = 0.1;
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wab.body.linearDamping = 0.2;
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}
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hill = game.add.sprite(450, 400, 'hill');
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hill.body.collideWorldBounds = true;
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hill.body.mass = 10;
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hill.body.immovable = true;
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block = game.add.sprite(575, 300, 'block');
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block.body.collideWorldBounds = true;
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block.body.mass = 5;
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block.body.linearDamping = 0.4;
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analog = game.add.sprite(200, 450, 'analog');
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analog.body.allowGravity = false;
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analog.width = 8;
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analog.rotation = 220;
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analog.alpha = 0;
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analog.anchor.setTo(0.5, 0.0);
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arrow = game.add.sprite(200, 450, 'arrow');
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arrow.anchor.setTo(0.1, 0.5);
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arrow.body.allowGravity = false;
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arrow.alpha = 0;
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ball = game.add.sprite(100, 400, 'ball');
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ball.anchor.setTo(0.5, 0.5);
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ball.inputEnabled = true;
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ball.body.collideWorldBounds = true;
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ball.body.bounce.setTo(0.9, 0.9);
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ball.body.linearDamping = 0.2;
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ball.body.immovable = true;
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// Enable input.
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ball.input.start(0, true);
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ball.events.onInputDown.add(set);
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ball.events.onInputUp.add(launch);
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}
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function set(ball, pointer) {
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ball.body.velocity.setTo(0, 0);
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ball.body.allowGravity = false;
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catchFlag = true;
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}
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function launch() {
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catchFlag = false;
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shotCount++;
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arrow.alpha = 0;
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analog.alpha = 0;
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Xvector = (arrow.x - ball.x) * 4.1;
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Yvector = (arrow.y - ball.y) * 4.1;
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ball.body.allowGravity = true;
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ball.body.velocity.setTo(Xvector,Yvector);
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}
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function update() {
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arrow.rotation = game.physics.angleBetween(arrow, ball);
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if (catchFlag == true)
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{
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// Track the ball sprite to the mouse
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ball.x = game.input.activePointer.worldX;
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ball.y = game.input.activePointer.worldY;
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arrow.alpha = 1;
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analog.alpha = 0.5;
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analog.rotation = arrow.rotation - 3.14 / 2;
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analog.height = game.physics.distanceToPointer(arrow);
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launchVelocity = analog.height;
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}
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game.physics.collide(ball, wabbits);
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game.physics.collide(wabbits, wabbits);
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game.physics.collide(wabbits, hill);
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game.physics.collide(ball, hill);
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game.physics.collide(block, hill);
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game.physics.collide(block, ball);
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game.physics.collide(block, wabbits);
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// check wabbits
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var wabs = 0;
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for (var i = 0; i < 5; i++)
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{
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thisWab = wabbits.getAt(i);
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if (thisWab.x > 770 && thisWab.y > 400)
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{
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thisWab.alive = false;
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wabs++;
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}
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}
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wabbitCount = 5 - wabs;
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// console.log(ball.body.y, ball.body.motionVelocity.y);
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}
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function render() {
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// game.debug.renderSpriteCollision(ball, 32, 32);
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// var graphics = game.add.graphics(0, 0);
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// game.context.fillStyle = 'rgba(0,0,255,0.5)';
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// game.context.fillRect(770, 400, 30, 200);
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// game.debug.renderText("Drag the ball to launch", 32, 32);
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// game.debug.renderText("Try to get all 5 wabbits in the blue area with the least number of shots", 32, 64);
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// game.debug.renderText("Shot Count: " + shotCount, 32, 96);
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// game.debug.renderText("Wabbits Left: " + wabbitCount, 32, 128);
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}
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