phaser/Tests/scrollzones/blasteroids.ts

137 lines
3.7 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('nashwan', 'assets/sprites/xenon2_ship.png');
myGame.loader.addImageFile('starfield', 'assets/misc/starfield.jpg');
myGame.loader.addImageFile('jet', 'assets/sprites/particle1.png');
myGame.loader.addImageFile('bullet', 'assets/misc/bullet1.png');
myGame.loader.load();
}
var scroller: Phaser.ScrollZone;
var emitter: Phaser.Emitter;
var ship: Phaser.Sprite;
var bullets: Phaser.Group;
var speed: number = 0;
var fireRate: number = 0;
var shipMotion: Phaser.Point;
function create() {
scroller = myGame.createScrollZone('starfield', 0, 0, 1024, 1024);
emitter = myGame.createEmitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
emitter.makeParticles('jet', 250, 0, false, 0);
emitter.setRotation(0, 0);
bullets = myGame.createGroup(50);
// Create our bullet pool
for (var i = 0; i < 50; i++)
{
var tempBullet = new Phaser.Sprite(myGame, myGame.stage.centerX, myGame.stage.centerY, 'bullet');
tempBullet.exists = false;
tempBullet.rotationOffset = 90;
tempBullet.setBounds(-100, -100, 900, 700);
tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
bullets.add(tempBullet);
}
ship = myGame.createSprite(myGame.stage.centerX, myGame.stage.centerY, 'nashwan');
// We do this because the ship was drawn facing up, but 0 degrees is pointing to the right
ship.rotationOffset = 90;
}
function update() {
ship.angularVelocity = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
ship.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
ship.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
speed += 0.1;
if (speed > 10)
{
speed = 10;
}
}
else
{
speed -= 0.1;
if (speed < 0) {
speed = 0;
}
}
shipMotion = myGame.motion.velocityFromAngle(ship.angle, 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 (myGame.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
{
fire();
}
}
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 (myGame.time.now > fireRate)
{
var b:Phaser.Sprite = bullets.getFirstAvailable();
b.x = ship.x;
b.y = ship.y - 26;
var bulletMotion = myGame.motion.velocityFromAngle(ship.angle, 400);
b.revive();
b.angle = ship.angle;
b.velocity.setTo(bulletMotion.x, bulletMotion.y);
fireRate = myGame.time.now + 100;
}
}
})();