Acceleration tested and working fine. Proper accurate friction added and working really nicely, so much better than 'drag' used to. Considering removing drag, although will break the API history.

This commit is contained in:
photonstorm
2014-01-09 03:42:58 +00:00
parent 754219a978
commit 10d105d5ce
4 changed files with 47 additions and 110 deletions
+17 -15
View File
@@ -29,6 +29,7 @@ function create() {
car.body.collideWorldBounds = true;
car.body.bounce.setTo(0.8, 0.8);
car.body.allowRotation = true;
car.body.friction = 10;
// car.body.drag.x = 10;
// car.body.drag.y = 10;
@@ -50,36 +51,36 @@ function start() {
function update() {
if (car.x >= 400 && car.body.velocity.x > 0)
{
car.body.velocity.x = 0;
car.body.acceleration.x = 0;
var total = game.time.now - s;
console.log(game.time.physicsElapsed);
console.log('total ms', total, 'px/sec', car.x/(total/1000));
}
// if (car.x >= 400 && car.body.velocity.x > 0)
// {
// car.body.velocity.x = 0;
// car.body.acceleration.x = 0;
// var total = game.time.now - s;
// console.log(game.time.physicsElapsed);
// console.log('total ms', total, 'px/sec', car.x/(total/1000));
// }
// car.body.velocity.x = 0;
// car.body.velocity.y = 0;
// car.body.angularVelocity = 0;
car.body.angularVelocity = 0;
// car.body.acceleration.x = 0;
// car.body.acceleration.y = 0;
car.body.acceleration.x = 0;
car.body.acceleration.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.body.angularVelocity = -200;
// car.body.acceleration.x = -10;
// car.body.acceleration.x = -100;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.body.angularVelocity = 200;
// car.body.acceleration.x = 10;
// car.body.acceleration.x = 100;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
// game.physics.accelerationFromRotation(car.rotation, 10, car.body.acceleration);
game.physics.accelerationFromRotation(car.rotation, 400, car.body.acceleration);
// car.body.acceleration.x = 10;
// car.body.acceleration.copyFrom(game.physics.velocityFromAngle(car.angle, 30));
@@ -96,6 +97,7 @@ function update() {
function render() {
game.debug.renderSpriteInfo(car, 32, 32);
// game.debug.renderSpriteInfo(car, 32, 32);
game.debug.renderBodyInfo(car, 16, 24);
}
+3 -3
View File
@@ -40,9 +40,9 @@
this.bunny.body.velocity.x = -500;
}
// var melon = this.melonGroup.getFirstExists(true);
// melon.x = this.bunny.x;
// melon.y = this.bunny.y - 40;
var melon = this.melonGroup.getFirstExists(true);
melon.x = this.bunny.x;
melon.y = this.bunny.y - 40;
this.carrot.x = this.bunny.x;
this.carrot.y = this.bunny.y - 20;