mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
90 lines
2.2 KiB
JavaScript
90 lines
2.2 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.image('ship', 'assets/sprites/xenon2_ship.png');
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game.load.image('baddie', 'assets/sprites/space-baddie.png');
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}
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var ship;
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var total;
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var aliens;
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function create() {
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game.world.setBounds(0,0,2000, 2000);
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aliens = [];
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for (var i = 0; i < 1000; i++)
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{
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var s = game.add.sprite(game.world.randomX, game.world.randomY, 'baddie');
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s.name = 'alien' + s;
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s.body.collideWorldBounds = true;
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s.body.bounce.setTo(1, 1);
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s.body.velocity.setTo(10 + Math.random() * 10, 10 + Math.random() * 10);
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aliens.push(s);
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}
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ship = game.add.sprite(400, 400, 'ship');
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ship.body.collideWorldBounds = true;
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ship.body.bounce.setTo(0.5, 0.5);
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}
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function update() {
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for (var i = 0; i < aliens.length; i++)
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{
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aliens[i].alpha = 0.3;
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}
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total = game.physics.quadTree.retrieve(ship);
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// Get the ships top-most ID. If the length of that ID is 1 then we can ignore every other result,
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// it's simply not colliding with anything :)
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for (var i = 0; i < total.length; i++)
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{
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total[i].sprite.alpha = 1;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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ship.body.velocity.x -= 2;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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ship.body.velocity.x += 2;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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ship.body.velocity.y -= 2;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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ship.body.velocity.y += 2;
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}
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}
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function render() {
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for (var i = 0; i < aliens.length; i++)
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{
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// game.debug.renderRectangle(aliens[i].bounds);
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}
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game.debug.renderText(total.length, 32, 32);
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game.debug.renderQuadTree(game.physics.quadTree);
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// game.debug.renderRectangle(ship);
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game.debug.renderText('Index: ' + ship.body.quadTreeIndex, 32, 80);
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for (var i = 0; i < ship.body.quadTreeIDs.length; i++)
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{
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game.debug.renderText('ID: ' + ship.body.quadTreeIDs[i], 32, 100 + (i * 20));
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}
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}
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