mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
58 lines
1.4 KiB
JavaScript
58 lines
1.4 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('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
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game.load.image('atari', 'assets/sprites/atari130xe.png');
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}
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var sprite;
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var sprite2;
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var sprite3;
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function create() {
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game.stage.backgroundColor = '#124184';
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// In this example the little Gameboy sprite can pass through the top/bottom of the Atari sprite
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// Because it's set to ignore collisions on its top/bottom faces.
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sprite = game.add.sprite(300, 200, 'atari');
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sprite.name = 'atari';
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sprite.body.collideWorldBounds = true;
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sprite.body.checkCollision.up = false;
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sprite.body.checkCollision.down = false;
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sprite.body.immovable = true;
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sprite2 = game.add.sprite(350, 400, 'gameboy', 2);
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sprite2.name = 'gameboy';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.bounce.setTo(1, 1);
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sprite3 = game.add.sprite(0, 210, 'gameboy', 4);
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sprite3.name = 'gameboy2';
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sprite3.body.collideWorldBounds = true;
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sprite3.body.bounce.setTo(1, 1);
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sprite2.body.velocity.y = -200;
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sprite3.body.velocity.x = 200;
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}
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function update() {
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game.physics.collide(sprite, sprite2);
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game.physics.collide(sprite, sprite3);
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}
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function render() {
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// game.debug.bodyInfo(sprite, 16, 24);
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game.debug.physicsBody(sprite.body);
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game.debug.physicsBody(sprite2.body);
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}
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