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| 1 | + |
| 2 | +// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); |
| 3 | +var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); |
| 4 | + |
| 5 | +function preload() { |
| 6 | + |
| 7 | + game.load.spritesheet('ninja-tiles', 'assets/physics/ninja-tiles.png', 128, 128, 34); |
| 8 | + game.load.image('a', 'assets/sprites/firstaid.png'); |
| 9 | + |
| 10 | +} |
| 11 | + |
| 12 | +var sprite1; |
| 13 | +var cursors; |
| 14 | + |
| 15 | +var tile1; |
| 16 | +var tile2; |
| 17 | + |
| 18 | +var t; |
| 19 | +var running = false; |
| 20 | + |
| 21 | +function create() { |
| 22 | + |
| 23 | + game.stage.smoothed = true; |
| 24 | + |
| 25 | + // Activate the Ninja physics system |
| 26 | + game.physics.startSystem(Phaser.Physics.NINJA); |
| 27 | + |
| 28 | + // game.physics.ninja.gravity = 0.1; |
| 29 | + |
| 30 | + sprite1 = game.add.sprite(500, 200, 'a'); |
| 31 | + |
| 32 | + // Enable the physics body for the Ninja physics system |
| 33 | + // By default it will create an AABB body for the sprite |
| 34 | + game.physics.ninja.enableAABB(sprite1); |
| 35 | + |
| 36 | + // But you can change it to either a Tile or a Circle |
| 37 | + tile1 = game.add.sprite(0, 550, 'ninja-tiles', 14); |
| 38 | + tile1.width = 100; |
| 39 | + tile1.height = 100; |
| 40 | + |
| 41 | + game.physics.ninja.enableTile(tile1, 14); |
| 42 | + |
| 43 | + // sprite1.body.aabb.friction = 0; |
| 44 | + |
| 45 | + // tile1 = new Phaser.Physics.Ninja.Tile(game.physics.ninja, 100, 500, 100, 100, Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn); |
| 46 | + // tile1 = new Phaser.Physics.Ninja.Tile(game.physics.ninja, 100, 500, 100, 100, 15); |
| 47 | + // tile2 = new Phaser.Physics.Ninja.Tile(game.physics.ninja, 300, 500, 100, 100, 7); |
| 48 | + |
| 49 | + cursors = game.input.keyboard.createCursorKeys(); |
| 50 | + |
| 51 | +} |
| 52 | + |
| 53 | +function collisionHandler() { |
| 54 | + game.stage.backgroundColor = 0xff0000; |
| 55 | +} |
| 56 | + |
| 57 | +function update() { |
| 58 | + |
| 59 | + game.physics.ninja.collide(sprite1, tile1, collisionHandler, null, this); |
| 60 | + |
| 61 | + tile1.body.moveRight(1); |
| 62 | + |
| 63 | + /* |
| 64 | + if (cursors.up.isDown && !running) |
| 65 | + { |
| 66 | + running = true; |
| 67 | + t = Date.now(); |
| 68 | + } |
| 69 | +
|
| 70 | + sprite1.body.setZeroVelocity(); |
| 71 | +
|
| 72 | + if (running) |
| 73 | + { |
| 74 | + sprite1.body.moveRight(100); |
| 75 | +
|
| 76 | + if (sprite1.body.x >= 200) |
| 77 | + { |
| 78 | + var ms = Date.now() - t; |
| 79 | + console.log('100px in ', ms); |
| 80 | + running = false; |
| 81 | + sprite1.body.setZeroVelocity(); |
| 82 | + } |
| 83 | + } |
| 84 | + */ |
| 85 | + |
| 86 | + // sprite1.body.setZeroVelocity(); |
| 87 | + |
| 88 | + if (cursors.left.isDown) |
| 89 | + { |
| 90 | + sprite1.body.moveLeft(20); |
| 91 | + } |
| 92 | + else if (cursors.right.isDown) |
| 93 | + { |
| 94 | + sprite1.body.moveRight(20); |
| 95 | + } |
| 96 | + |
| 97 | + if (cursors.up.isDown) |
| 98 | + { |
| 99 | + sprite1.body.moveUp(20); |
| 100 | + } |
| 101 | + else if (cursors.down.isDown) |
| 102 | + { |
| 103 | + sprite1.body.moveUp(20); |
| 104 | + } |
| 105 | + |
| 106 | +} |
| 107 | + |
| 108 | +function render() { |
| 109 | + |
| 110 | + game.debug.text(sprite1.body.shape.velocity.x, 32, 32); |
| 111 | + game.debug.text(sprite1.body.shape.velocity.y, 32, 64); |
| 112 | + game.debug.text(game.math.radToDeg(sprite1.body.angle), 32, 96); |
| 113 | + |
| 114 | + // tile1.render(game.context, 'ninja-tiles'); |
| 115 | + // tile2.render(game.context, 'ninja-tiles'); |
| 116 | + |
| 117 | + // game.debug.geom(sprite1.body, 'rgba(0,255,0,0.4)', true, 1); |
| 118 | + |
| 119 | + // game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1); |
| 120 | + // game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1); |
| 121 | + |
| 122 | +} |
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