mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
137 lines
3.7 KiB
TypeScript
137 lines
3.7 KiB
TypeScript
/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('nashwan', 'assets/sprites/xenon2_ship.png');
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myGame.loader.addImageFile('starfield', 'assets/misc/starfield.jpg');
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myGame.loader.addImageFile('jet', 'assets/sprites/particle1.png');
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myGame.loader.addImageFile('bullet', 'assets/misc/bullet1.png');
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myGame.loader.load();
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}
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var scroller: Phaser.ScrollZone;
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var emitter: Phaser.Emitter;
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var ship: Phaser.Sprite;
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var bullets: Phaser.Group;
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var speed: number = 0;
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var fireRate: number = 0;
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var shipMotion: Phaser.Point;
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function create() {
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scroller = myGame.createScrollZone('starfield', 0, 0, 1024, 1024);
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emitter = myGame.createEmitter(myGame.stage.centerX + 16, myGame.stage.centerY + 12);
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emitter.makeParticles('jet', 250, 0, false, 0);
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emitter.setRotation(0, 0);
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bullets = myGame.createGroup(50);
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// Create our bullet pool
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for (var i = 0; i < 50; i++)
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{
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var tempBullet = new Phaser.Sprite(myGame, myGame.stage.centerX, myGame.stage.centerY, 'bullet');
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tempBullet.exists = false;
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tempBullet.rotationOffset = 90;
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tempBullet.setBounds(-100, -100, 900, 700);
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tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
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bullets.add(tempBullet);
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}
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ship = myGame.createSprite(myGame.stage.centerX, myGame.stage.centerY, 'nashwan');
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// We do this because the ship was drawn facing up, but 0 degrees is pointing to the right
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ship.rotationOffset = 90;
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}
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function update() {
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ship.angularVelocity = 0;
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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ship.angularVelocity = -200;
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}
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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ship.angularVelocity = 200;
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}
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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speed += 0.1;
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if (speed > 10)
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{
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speed = 10;
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}
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}
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else
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{
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speed -= 0.1;
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if (speed < 0) {
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speed = 0;
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}
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}
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shipMotion = myGame.motion.velocityFromAngle(ship.angle, speed);
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scroller.setSpeed(shipMotion.x, shipMotion.y);
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// emit particles
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if (speed > 2)
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{
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// We use the opposite of the motion because the jets emit out the back of the ship
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// The 20 and 30 values just keep them nice and fast
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emitter.setXSpeed(-(shipMotion.x * 20), -(shipMotion.x * 30));
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emitter.setYSpeed(-(shipMotion.y * 20), -(shipMotion.y * 30));
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emitter.emitParticle();
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}
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
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{
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fire();
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}
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}
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function recycleBullet(bullet:Phaser.Sprite) {
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if (bullet.exists && bullet.x < -40 || bullet.x > 840 || bullet.y < -40 || bullet.y > 640)
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{
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bullet.exists = false;
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}
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}
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function fire() {
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if (myGame.time.now > fireRate)
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{
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var b:Phaser.Sprite = bullets.getFirstAvailable();
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b.x = ship.x;
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b.y = ship.y - 26;
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var bulletMotion = myGame.motion.velocityFromAngle(ship.angle, 400);
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b.revive();
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b.angle = ship.angle;
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b.velocity.setTo(bulletMotion.x, bulletMotion.y);
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fireRate = myGame.time.now + 100;
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}
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}
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})();
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