mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 09:34:02 +00:00
75 lines
No EOL
1.8 KiB
PHP
75 lines
No EOL
1.8 KiB
PHP
<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('atari', 'assets/sprites/atari130xe.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var sprite1;
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var sprite2;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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// This will check Sprite vs. Sprite collision using a custom process callback
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sprite1 = game.add.sprite(50, 200, 'atari');
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sprite1.name = 'atari';
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sprite1.body.velocity.x = 100;
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sprite2 = game.add.sprite(700, 220, 'mushroom');
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sprite2.name = 'mushroom';
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sprite2.body.velocity.x = -100;
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}
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function update() {
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// object1, object2, collideCallback, processCallback, callbackContext
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game.physics.collide(sprite1, sprite2, collisionHandler, null, this);
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}
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function processHandler (obj1, obj2) {
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// This function can perform your own additional checks on the 2 objects that collided.
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// For example you could test for velocity, health, etc.
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// If you want the collision to be deemed successful this function must return true.
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// In which case the collisionHandler will be called, otherwise it won't.
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// Note: the objects will have already collided and separated by this point.
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}
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function collisionHandler (obj1, obj2) {
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game.stage.backgroundColor = '#992d2d';
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console.log(obj1.name + ' collided with ' + obj2.name);
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}
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function render() {
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}
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})();
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</script>
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</body>
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</html>
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