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New user submitted examples
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// mods by Patrick OReilly
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// Twitter: @pato_reilly Web: http://patricko.byethost9.com
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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('dude', 'assets/sprites/phaser-dude.png');
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game.load.image('ball', 'assets/sprites/pangball.png');
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}
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var image;
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function create() {
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cursors = game.input.keyboard.createCursorKeys();
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// This creates a simple sprite that is using our loaded image and
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// displays it on-screen
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// and assign it to a variable
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ball = game.add.sprite(400, 200, 'ball');
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knocker = game.add.sprite(400, 200, 'dude');
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// This gets it moving
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ball.body.velocity.setTo(200, 200);
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// This makes the game world bounce-able
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ball.body.collideWorldBounds = true;
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// This sets the image bounce energy for the horizontal
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// and vertical vectors (as an x,y point). "1" is 100% energy return
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ball.body.bounce.setTo(1, 1);
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// This sets the gravity the sprite responds to in the world, as a point
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// Here we leave x=0 and set y=8 to simulate falling
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ball.body.gravity.setTo(0, 8);
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}
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// Move the knocker with the arrow keys
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function update () {
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if (cursors.up.isDown)
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{
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knocker.body.velocity.y = -400;
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}
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else if (cursors.down.isDown)
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{
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knocker.body.velocity.y = 400;
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}
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else if (cursors.left.isDown)
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{
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knocker.body.velocity.x = -400;
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}
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else if (cursors.right.isDown)
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{
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knocker.body.velocity.x = 400;
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}
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else
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{
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knocker.body.velocity.setTo(0, 0);
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}
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// Enable physics between the knocker and the ball
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game.physics.collide(knocker, ball);
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}
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function render () {
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//debug helper
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game.debug.renderSpriteInfo(ball, 32, 32);
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}
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