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Motion helper functions added to the ArcadePhysics class.
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+7
-11
@@ -25,17 +25,15 @@
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function create() {
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// game.world.setSize(2000, 2000);
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aliens = [];
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for (var i = 0; i < 10; i++)
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for (var i = 0; i < 50; 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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s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
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aliens.push(s);
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}
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@@ -47,13 +45,6 @@
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function update() {
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// total = game.physics.overlap(ship);
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for (var i = 0; i < aliens.length; i++)
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{
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game.physics.separate(ship.body, aliens[i].body);
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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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@@ -72,6 +63,9 @@
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ship.body.velocity.y += 2;
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}
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game.physics.collideGroup(aliens);
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// total = game.physics.overlap(ship);
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}
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function render() {
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@@ -79,6 +73,8 @@
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game.debug.renderQuadTree(game.physics.quadTree);
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game.debug.renderRectangle(ship.body.bounds);
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// game.debug.renderText('total: ' + total.length, 32, 50);
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game.debug.renderText('up: ' + ship.body.touching.up, 32, 70);
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game.debug.renderText('down: ' + ship.body.touching.down, 32, 90);
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game.debug.renderText('left: ' + ship.body.touching.left, 32, 110);
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