Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games.

This commit is contained in:
photonstorm
2014-03-05 02:36:08 +00:00
parent cc82336952
commit 22b1ce9b9d
26 changed files with 4004 additions and 908 deletions
+54
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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.image('atari', 'assets/sprites/atari130xe.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
var sprite1;
var sprite2;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// This will check Sprite vs. Sprite collision
sprite1 = game.add.sprite(50, 200, 'atari');
sprite1.name = 'atari';
sprite2 = game.add.sprite(700, 220, 'mushroom');
sprite2.name = 'mushroom';
// Enable the physics bodies of both sprites
game.physics.enable([sprite1, sprite2]);
// And move 'em
sprite1.body.velocity.x = 100;
sprite2.body.velocity.x = -100;
}
function update() {
// object1, object2, collideCallback, processCallback, callbackContext
game.physics.arcade.collide(sprite1, sprite2, collisionHandler, null, this);
}
function collisionHandler (obj1, obj2) {
// The two sprites are colliding
game.stage.backgroundColor = '#992d2d';
}
function render() {
// game.debug.physicsBody(sprite1.body);
// game.debug.physicsBody(sprite2.body);
}