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Copy pathone way collision.js
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126 lines (87 loc) · 2.71 KB
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Copy pathone way collision.js
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126 lines (87 loc) · 2.71 KB
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
}
var sprite;
var sprite2;
var land;
function create() {
game.stage.backgroundColor = '#124184';
game.physics.gravity.y = 100;
sprite = game.add.sprite(200, 300, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
// sprite.body.checkCollision.right = false;
sprite.body.bounce.setTo(0.9, 0.9);
// sprite.body.bounce.setTo(1, 1);
// sprite.body.friction = 0;
// sprite.scale.setTo(2, 2);
sprite.body.mass = 2;
// sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
sprite2.name = 'green';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.9, 0.9);
sprite2.body.mass = 1;
// sprite2.body.bounce.setTo(1, 1);
// sprite2.body.friction = 0;
land = new SAT.Polygon(new SAT.Vector(), [
new SAT.Vector(),
new SAT.Vector(100,0),
new SAT.Vector(50,75),
]);
land.pos.x = 300;
land.pos.y = 500;
// sprite2.x = sprite.body.right + 10;
// sprite2.y = sprite.body.bottom + 10;
// sprite.x = 300;
// sprite.y = 100;
// sprite2.x = 300;
// sprite2.y = 300;
// sprite2.body.velocity.y = -100;
sprite2.body.velocity.x = -300;
// game.add.tween(sprite.scale).to({x: 3, y: 3}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
game.input.onDown.add(launch, this);
}
function launch() {
sprite.body.velocity.x = -300;
sprite.body.velocity.y = -300;
sprite2.body.velocity.x = 200;
sprite2.body.velocity.y = -200;
}
/*
Tweening body scale test!
sprite = game.add.sprite(300, 300, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
// sprite.body.checkCollision.right = false;
sprite.body.bounce.setTo(1, 1);
sprite.body.friction = 0;
// sprite.scale.setTo(2, 2);
sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
sprite2.name = 'green';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(1, 1);
sprite2.body.friction = 0;
game.add.tween(sprite.scale).to({x: 3, y: 3}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
*/
function update() {
game.physics.collide(sprite, sprite2);
}
function render() {
game.debug.renderPolygon(land);
if (sprite)
{
game.debug.renderBodyInfo(sprite, 16, 24);
}
if (sprite)
{
game.debug.renderPolygon(sprite.body.polygons);
}
if (sprite2)
{
game.debug.renderPolygon(sprite2.body.polygons);
}
}