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Merge branch 'gamepadsupport' of https://github.com/karlmacklin/phaser into karlmacklin-gamepadsupport
Conflicts: README.md
This commit is contained in:
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// Try this demo on Chrome with an XBOX 360 controller.
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// Steer with left analog, accelerate/brake with analog triggers,
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// fire with A and steer turret with left and right 'bumper' (shoulder) buttons.
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EnemyTank = function (index, game, player, bullets) {
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var x = game.world.randomX;
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var y = game.world.randomY;
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this.game = game;
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this.health = 3;
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this.player = player;
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this.bullets = bullets;
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this.fireRate = 1000;
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this.nextFire = 0;
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this.alive = true;
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this.shadow = game.add.sprite(x, y, 'enemy', 'shadow');
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this.tank = game.add.sprite(x, y, 'enemy', 'tank1');
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this.turret = game.add.sprite(x, y, 'enemy', 'turret');
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this.shadow.anchor.setTo(0.5, 0.5);
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this.tank.anchor.setTo(0.5, 0.5);
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this.turret.anchor.setTo(0.3, 0.5);
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this.tank.name = index.toString();
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this.tank.body.immovable = true;
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this.tank.body.collideWorldBounds = true;
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this.tank.body.bounce.setTo(1, 1);
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this.tank.angle = game.rnd.angle();
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game.physics.velocityFromRotation(this.tank.rotation, 100, this.tank.body.velocity);
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};
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EnemyTank.prototype.damage = function() {
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this.health -= 1;
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if (this.health <= 0)
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{
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this.alive = false;
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this.shadow.kill();
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this.tank.kill();
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this.turret.kill();
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return true;
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}
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return false;
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};
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EnemyTank.prototype.update = function() {
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this.shadow.x = this.tank.x;
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this.shadow.y = this.tank.y;
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this.shadow.rotation = this.tank.rotation;
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this.turret.x = this.tank.x;
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this.turret.y = this.tank.y;
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this.turret.rotation = this.game.physics.angleBetween(this.tank, this.player);
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if (this.game.physics.distanceBetween(this.tank, this.player) < 300)
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{
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if (this.game.time.now > this.nextFire && this.bullets.countDead() > 0)
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{
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this.nextFire = this.game.time.now + this.fireRate;
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var bullet = this.bullets.getFirstDead();
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bullet.reset(this.turret.x, this.turret.y);
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bullet.rotation = this.game.physics.moveToObject(bullet, this.player, 500);
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}
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}
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};
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload () {
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game.load.atlas('tank', 'assets/games/tanks/tanks.png', 'assets/games/tanks/tanks.json');
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game.load.atlas('enemy', 'assets/games/tanks/enemy-tanks.png', 'assets/games/tanks/tanks.json');
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game.load.image('logo', 'assets/games/tanks/logo-gamepad.png');
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game.load.image('bullet', 'assets/games/tanks/bullet.png');
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game.load.image('earth', 'assets/games/tanks/scorched_earth.png');
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game.load.spritesheet('kaboom', 'assets/games/tanks/explosion.png', 64, 64, 23);
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game.load.spritesheet('controller-indicator', 'assets/misc/controller-indicator.png', 16,16);
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}
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var land;
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var shadow;
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var tank;
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var turret;
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var enemies;
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var enemyBullets;
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var explosions;
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var logo;
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var currentSpeed = 0;
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var cursors;
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var bullets;
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var fireRate = 200;
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var nextFire = 0;
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var indicator;
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var pad1;
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var turretOffset = 0;
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function create () {
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// Resize our game world to be a 2000 x 2000 square
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game.world.setBounds(-1000, -1000, 2000, 2000);
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// Our tiled scrolling background
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land = game.add.tileSprite(0, 0, 800, 600, 'earth');
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land.fixedToCamera = true;
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// The base of our tank
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tank = game.add.sprite(0, 0, 'tank', 'tank1');
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tank.anchor.setTo(0.5, 0.5);
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tank.animations.add('move', ['tank1', 'tank2', 'tank3', 'tank4', 'tank5', 'tank6'], 20, true);
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// tank.play('move');
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// This will force it to decelerate and limit its speed
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tank.body.drag.setTo(200, 200);
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tank.body.maxVelocity.setTo(400, 400);
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tank.body.collideWorldBounds = true;
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// Finally the turret that we place on-top of the tank body
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turret = game.add.sprite(0, 0, 'tank', 'turret');
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turret.anchor.setTo(0.3, 0.5);
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// The enemies bullet group
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enemyBullets = game.add.group();
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enemyBullets.createMultiple(100, 'bullet');
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enemyBullets.setAll('anchor.x', 0.5);
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enemyBullets.setAll('anchor.y', 0.5);
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enemyBullets.setAll('outOfBoundsKill', true);
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// Create some baddies to waste :)
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enemies = [];
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for (var i = 0; i < 20; i++)
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{
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enemies.push(new EnemyTank(i, game, tank, enemyBullets));
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}
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// A shadow below our tank
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shadow = game.add.sprite(0, 0, 'tank', 'shadow');
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shadow.anchor.setTo(0.5, 0.5);
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// Our bullet group
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bullets = game.add.group();
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bullets.createMultiple(30, 'bullet');
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bullets.setAll('anchor.x', 0.5);
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bullets.setAll('anchor.y', 0.5);
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bullets.setAll('outOfBoundsKill', true);
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// Explosion pool
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explosions = game.add.group();
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for (var i = 0; i < 10; i++)
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{
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var explosionAnimation = explosions.create(0, 0, 'kaboom', [0], false);
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explosionAnimation.anchor.setTo(0.5, 0.5);
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explosionAnimation.animations.add('kaboom');
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}
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tank.bringToTop();
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turret.bringToTop();
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logo = game.add.sprite(0, 200, 'logo');
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logo.fixedToCamera = true;
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game.camera.follow(tank);
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game.camera.deadzone = new Phaser.Rectangle(150, 150, 500, 300);
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game.camera.focusOnXY(0, 0);
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pad1 = game.input.gamepad.pad1;
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pad1.addCallbacks(this, {onDown:function(){
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removeLogo();
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}});
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indicator = game.add.sprite(10,10, 'controller-indicator');
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indicator.scale.x = indicator.scale.y = 2;
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indicator.animations.frame = 1;
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indicator.fixedToCamera = true;
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game.input.gamepad.start();
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// showing you can set the deadZone for all pads
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// you can also set it like game.input.gamepad.pad1.deadZone = 0.25
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// default is 0.26 and is sensible enough for an xbox 360 controller as the
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// axes seems to hickup at quite high values at times (your mileage may vary)
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game.input.gamepad.setDeadZones(0.25);
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}
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function removeLogo () {
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game.input.onDown.remove(removeLogo, this);
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logo.kill();
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}
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function update () {
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// Pad "connected or not" indicator
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if(game.input.gamepad.supported && game.input.gamepad.active && pad1.connected) {
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indicator.animations.frame = 0;
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} else {
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indicator.animations.frame = 1;
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}
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game.physics.collide(enemyBullets, tank, bulletHitPlayer, null, this);
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for (var i = 0; i < enemies.length; i++)
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{
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if (enemies[i].alive)
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{
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enemies[i].update();
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game.physics.collide(tank, enemies[i].tank);
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game.physics.collide(bullets, enemies[i].tank, bulletHitEnemy, null, this);
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}
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}
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if (pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X) < -0.3)
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{
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tank.angle -= 4 * -pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X);
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}
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if (pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X) > 0.3)
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{
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tank.angle += 4 * pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X);
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}
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var rightTriggerValue = pad1.buttonValue(Phaser.Gamepad.XBOX360_RIGHT_TRIGGER);
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if(rightTriggerValue && rightTriggerValue > 0) {
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currentSpeed = 300 * rightTriggerValue;
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} else {
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if (currentSpeed > 0)
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{
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currentSpeed -= 4;
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}
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}
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var leftTriggerValue = pad1.buttonValue(Phaser.Gamepad.XBOX360_LEFT_TRIGGER);
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if(leftTriggerValue && leftTriggerValue > 0) {
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currentSpeed = 150 * -leftTriggerValue;
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} else {
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if (currentSpeed < 0)
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{
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currentSpeed += 4;
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currentSpeed = (currentSpeed > 0) ? 0 : currentSpeed;
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}
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}
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// if (currentSpeed > 0)
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// {
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game.physics.velocityFromRotation(tank.rotation, currentSpeed, tank.body.velocity);
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// }
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land.tilePosition.x = -game.camera.x;
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land.tilePosition.y = -game.camera.y;
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// Position all the parts and align rotations
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shadow.x = tank.x;
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shadow.y = tank.y;
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shadow.rotation = tank.rotation;
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turret.x = tank.x;
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turret.y = tank.y;
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if (pad1.isDown(Phaser.Gamepad.XBOX360_LEFT_BUMPER)) {
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turretOffset -= 3;
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}
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if (pad1.isDown(Phaser.Gamepad.XBOX360_RIGHT_BUMPER)) {
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turretOffset += 3;
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}
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turret.rotation = tank.rotation;
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turret.angle += turretOffset;
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// turret.rotation = game.physics.angleToPointer(turret);
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if (pad1.isDown(Phaser.Gamepad.XBOX360_A))
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{
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fire();
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}
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}
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function bulletHitPlayer (tank, bullet) {
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bullet.kill();
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}
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function bulletHitEnemy (tank, bullet) {
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bullet.kill();
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var destroyed = enemies[tank.name].damage();
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if (destroyed)
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{
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var explosionAnimation = explosions.getFirstDead();
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explosionAnimation.reset(tank.x, tank.y);
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explosionAnimation.play('kaboom', 30, false, true);
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}
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}
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function fire () {
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if (game.time.now > nextFire && bullets.countDead() > 0)
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{
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nextFire = game.time.now + fireRate;
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var bullet = bullets.getFirstDead();
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bullet.reset(turret.x, turret.y);
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bullet.rotation = turret.rotation;
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game.physics.velocityFromAngle(bullet.angle, 1000, bullet.body.velocity);
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}
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}
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