mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
84 lines
1.9 KiB
JavaScript
84 lines
1.9 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
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}
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var sprite;
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var group;
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var cursors;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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// This example will check Sprite vs. Group collision
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sprite = game.add.sprite(32, 200, 'phaser');
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sprite.name = 'phaser-dude';
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group = game.add.group();
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for (var i = 0; i < 50; i++)
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{
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var c = group.create(game.rnd.integerInRange(100, 770), game.rnd.integerInRange(0, 570), 'veggies', game.rnd.integerInRange(0, 36));
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c.name = 'veg' + i;
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c.body.immovable = true;
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}
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for (var i = 0; i < 20; i++)
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{
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// Here we'll create some chillis which the player can pick-up. They are still part of the same Group.
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var c = group.create(game.rnd.integerInRange(100, 770), game.rnd.integerInRange(0, 570), 'veggies', 17);
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c.name = 'chilli' + i;
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c.body.immovable = true;
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}
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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game.physics.collide(sprite, group, collisionHandler, null, this);
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game.physics.collide(group, group);
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -200;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 200;
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}
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -200;
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}
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else if (cursors.down.isDown)
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{
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sprite.body.velocity.y = 200;
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}
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}
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function collisionHandler (player, veg) {
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// If the player collides with the chillis then they get eaten :)
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// The chilli frame ID is 17
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if (veg.frame == 17)
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{
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veg.kill();
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}
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}
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