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synced 2026-09-13 12:51:23 +08:00
Sprite vs. Sprite Group Body Tests.
This commit is contained in:
@@ -1,5 +1,5 @@
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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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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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@@ -106,10 +106,10 @@ function createAliens () {
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aliens.y = 50;
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// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
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// var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// When the tween completes it calls descend, before looping again
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// tween.onComplete.add(descend, this);
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tween.onComplete.add(descend, this);
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}
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function setupInvader (invader) {
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@@ -155,8 +155,8 @@ function update() {
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}
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// Run collision
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// game.physics.collide(bullets, aliens, collisionHandler, null, this);
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// game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
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game.physics.collide(bullets, aliens, collisionHandler, null, this);
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game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
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}
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@@ -293,3 +293,12 @@ function restart () {
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stateText.visible = false;
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}
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function render() {
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for (var i = 0; i < aliens._container.children.length; i++)
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{
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game.debug.renderPhysicsBody(aliens._container.children[i].body);
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}
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}
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@@ -2,12 +2,6 @@
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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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var robot;
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var eye;
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var body;
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var leftArm;
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var rightArm;
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var leftLeg;
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var rightLeg;
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function preload() {
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@@ -26,19 +20,24 @@ function create() {
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// Robot itself, you can subclass group class in a real game.
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robot = game.add.group();
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robot.x = 300;
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robot.y = 200;
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robot.pivot.x = 300;
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robot.pivot.y = 300;
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// Robot components.
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leftArm = robot.create(90, 175, 'arm-l');
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rightArm = robot.create(549, 175, 'arm-r');
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leftLeg = robot.create(270, 325, 'leg-l');
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rightLeg = robot.create(410, 325, 'leg-r');
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body = robot.create(219, 32, 'body');
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eye = robot.create(335, 173,'eye');
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robot.create(90, 175, 'arm-l');
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robot.create(549, 175, 'arm-r');
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robot.create(270, 325, 'leg-l');
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robot.create(410, 325, 'leg-r');
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robot.create(219, 32, 'body');
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robot.create(335, 173,'eye');
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}
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function update() {
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// Change parent's rotation to change all the childs.
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robot.rotation += 0.02;
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}
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@@ -0,0 +1,331 @@
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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('bullet', 'assets/games/invaders/bullet.png');
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game.load.image('enemyBullet', 'assets/games/invaders/enemy-bullet.png');
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game.load.spritesheet('invader', 'assets/games/invaders/invader32x32x4.png', 32, 32);
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game.load.image('ship', 'assets/games/invaders/player.png');
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game.load.spritesheet('kaboom', 'assets/games/invaders/explode.png', 128, 128);
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game.load.image('starfield', 'assets/games/invaders/starfield.png');
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game.load.image('background', 'assets/games/starstruck/background2.png');
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}
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var player;
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var aliens;
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var bullets;
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var bulletTime = 0;
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var cursors;
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var fireButton;
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var explosions;
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var starfield;
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var score = 0;
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var scoreString = '';
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var scoreText;
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var lives;
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var enemyBullet;
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var firingTimer = 0;
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var stateText;
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var livingEnemies = [];
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var bob;
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function create() {
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$('#step').click(function(){
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console.log('---- STEP', game.stepCount, '-------------------------------');
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game.step();
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});
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game.enableStep();
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// The scrolling starfield background
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// starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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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', 1);
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// bullets.setAll('outOfBoundsKill', true);
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// The enemy's bullets
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// enemyBullets = game.add.group();
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// enemyBullets.createMultiple(30, 'enemyBullet');
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// enemyBullets.setAll('anchor.x', 0.5);
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// enemyBullets.setAll('anchor.y', 1);
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// enemyBullets.setAll('outOfBoundsKill', true);
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// The hero!
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// player = game.add.sprite(400, 500, 'ship');
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// player.anchor.setTo(0.5, 0.5);
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// The baddies!
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aliens = game.add.group();
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createAliens();
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// The score
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// scoreString = 'Score : ';
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// scoreText = game.add.text(10, 10, scoreString + score, { fontSize: '34px', fill: '#fff' });
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// Lives
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// lives = game.add.group();
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// game.add.text(game.world.width - 100, 10, 'Lives : ', { fontSize: '34px', fill: '#fff' });
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// Text
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// stateText = game.add.text(game.world.centerX,game.world.centerY,'', { fontSize: '84px', fill: '#fff' });
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// stateText.anchor.setTo(0.5, 0.5);
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// stateText.visible = false;
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// for (var i = 0; i < 3; i++)
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// {
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// var ship = lives.create(game.world.width - 100 + (30 * i), 60, 'ship');
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// ship.anchor.setTo(0.5, 0.5);
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// ship.angle = 90;
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// ship.alpha = 0.4;
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// }
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// An explosion pool
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// explosions = game.add.group();
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// explosions.createMultiple(30, 'kaboom');
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// explosions.forEach(setupInvader, this);
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// And some controls to play the game with
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cursors = game.input.keyboard.createCursorKeys();
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// fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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}
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function createAliens () {
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/*
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 10; x++)
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{
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var alien = aliens.create(x * 48, y * 50, 'invader');
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alien.anchor.setTo(0.5, 0.5);
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alien.animations.add('fly', [ 0, 1, 2, 3 ], 20, true);
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alien.play('fly');
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}
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}
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*/
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bob = aliens.create(48, 50, 'invader');
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bob.debug = true;
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aliens.x = 100;
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aliens.y = 50;
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// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
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// var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// When the tween completes it calls descend, before looping again
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// tween.onComplete.add(descend, this);
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}
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function setupInvader (invader) {
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invader.anchor.x = 0.5;
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invader.anchor.y = 0.5;
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invader.animations.add('kaboom');
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}
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function descend() {
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console.log('descend');
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aliens.y += 10;
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}
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function update() {
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aliens.x += 1;
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// bob.body.velocity.x = 100;
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// Scroll the background
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// starfield.tilePosition.y += 2;
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// Reset the player, then check for movement keys
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/*
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player.body.velocity.setTo(0, 0);
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if (cursors.left.isDown)
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{
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player.body.velocity.x = -200;
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}
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else if (cursors.right.isDown)
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{
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player.body.velocity.x = 200;
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}
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// Firing?
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if (fireButton.isDown)
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{
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fireBullet();
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}
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if (game.time.now > firingTimer)
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{
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enemyFires();
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}
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// Run collision
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game.physics.collide(bullets, aliens, collisionHandler, null, this);
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game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
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*/
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}
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/*
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function collisionHandler (bullet, alien) {
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// When a bullet hits an alien we kill them both
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bullet.kill();
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alien.kill();
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// Increase the score
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score += 20;
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scoreText.content = scoreString + score;
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// And create an explosion :)
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var explosion = explosions.getFirstDead();
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explosion.reset(alien.body.x, alien.body.y);
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explosion.play('kaboom', 30, false, true);
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if (aliens.countLiving() == 0)
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{
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score += 1000;
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scoreText.content = scoreString + score;
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enemyBullets.callAll('kill',this);
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stateText.content = " You Won, \n Click to restart";
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stateText.visible = true;
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//the "click to restart" handler
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game.input.onTap.addOnce(restart,this);
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}
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}
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function enemyHitsPlayer (player,bullet) {
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bullet.kill();
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live = lives.getFirstAlive();
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if (live)
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{
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live.kill();
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}
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// And create an explosion :)
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var explosion = explosions.getFirstDead();
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explosion.reset(player.body.x, player.body.y);
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explosion.play('kaboom', 30, false, true);
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// When the player dies
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if (lives.countLiving() < 1)
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{
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player.kill();
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enemyBullets.callAll('kill');
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stateText.content=" GAME OVER \n Click to restart";
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stateText.visible = true;
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//the "click to restart" handler
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game.input.onTap.addOnce(restart,this);
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}
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}
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function enemyFires () {
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// Grab the first bullet we can from the pool
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enemyBullet = enemyBullets.getFirstExists(false);
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livingEnemies.length=0;
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aliens.forEachAlive(function(alien){
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// put every living enemy in an array
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livingEnemies.push(alien);
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});
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if (enemyBullet && livingEnemies.length > 0)
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{
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var random=game.rnd.integerInRange(0,livingEnemies.length);
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// randomly select one of them
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var shooter=livingEnemies[random];
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// And fire the bullet from this enemy
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enemyBullet.reset(shooter.body.x, shooter.body.y);
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game.physics.moveToObject(enemyBullet,player,120);
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firingTimer = game.time.now + 2000;
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}
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}
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function fireBullet () {
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// To avoid them being allowed to fire too fast we set a time limit
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if (game.time.now > bulletTime)
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{
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// Grab the first bullet we can from the pool
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bullet = bullets.getFirstExists(false);
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if (bullet)
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{
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// And fire it
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bullet.reset(player.x, player.y + 8);
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bullet.body.velocity.y = -400;
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bulletTime = game.time.now + 200;
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}
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}
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}
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function resetBullet (bullet) {
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// Called if the bullet goes out of the screen
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bullet.kill();
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}
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function restart () {
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// A new level starts
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//resets the life count
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lives.callAll('revive');
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// And brings the aliens back from the dead :)
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aliens.removeAll();
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createAliens();
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//revives the player
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player.revive();
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//hides the text
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stateText.visible = false;
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}
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*/
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function render() {
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for (var i = 0; i < aliens._container.children.length; i++)
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{
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game.debug.renderPhysicsBody(aliens._container.children[i].body);
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}
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}
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