Working through AABB vs. AABB tests.

This commit is contained in:
photonstorm
2014-03-07 05:30:56 +00:00
parent 4cac6408d8
commit 480c1819d6
2 changed files with 54 additions and 17 deletions
+17 -2
View File
@@ -5,23 +5,34 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() {
game.load.image('block', 'assets/sprites/block.png');
game.load.spritesheet('ninja-tiles', 'assets/physics/ninja-tiles128.png', 128, 128, 34);
}
var sprite1;
var sprite2;
var tile;
var cursors;
function create() {
game.physics.startSystem(Phaser.Physics.NINJA);
sprite1 = game.add.sprite(100, 100, 'block');
sprite2 = game.add.sprite(400, 100, 'block');
// game.physics.ninja.gravity = 6;
// sprite1 = game.add.sprite(200, 100, 'block');
sprite1 = game.add.sprite(200, 500, 'block');
sprite1.name = 'blockA';
sprite2 = game.add.sprite(600, 100, 'block');
sprite2.name = 'blockB';
// game.physics.ninja.enableAABB([sprite1]);
game.physics.ninja.enableAABB([sprite1, sprite2]);
tile = game.add.sprite(600, 480, 'ninja-tiles', 3);
game.physics.ninja.enableTile(tile, tile.frame);
cursors = game.input.keyboard.createCursorKeys();
}
@@ -29,6 +40,10 @@ function create() {
function update() {
game.physics.ninja.collide(sprite1, sprite2);
game.physics.ninja.collide(sprite1, tile);
game.physics.ninja.collide(sprite2, tile);
sprite1.body.moveRight(5);
if (cursors.left.isDown)
{