CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there.

This commit is contained in:
photonstorm
2014-02-19 01:51:14 +00:00
parent 7a8c96db37
commit 5968dd053b
8 changed files with 235 additions and 26 deletions
+49 -4
View File
@@ -6,6 +6,7 @@ function preload() {
// game.load.image('arrow', 'assets/sprites/arrow.png');
game.load.image('arrow', 'assets/sprites/thrust_ship2.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
game.load.image('box', 'assets/sprites/block.png');
game.load.spritesheet('bullets', 'assets/sprites/balls.png', 17, 17);
}
@@ -16,6 +17,13 @@ var angle = 0;
var fireRate = 100;
var nextFire = 0;
var cursors;
// var PLAYER;
// var BULLET;
// var WORLD;
var boxes;
var playerGroup;
var bulletGroup;
var boxGroup;
function create() {
@@ -29,9 +37,38 @@ function create() {
bullets.createMultiple(250, 'bullets', 0, false);
cannon = game.add.sprite(50, 500, 'arrow');
cannon.name = 'ship';
cannon.physicsEnabled = true;
cannon.body.kinematic = true;
cannon.body.mass = 4;
playerGroup = game.physics.createCollisionGroup();
bulletGroup = game.physics.createCollisionGroup();
boxGroup = game.physics.createCollisionGroup();
// cannon.body.data.shapes[0].collisionGroup = PLAYER.mask;
// cannon.body.data.shapes[0].collisionMask = game.physics.WORLD.mask;
cannon.body.setCollisionGroup(playerGroup);
cannon.body.collides(boxGroup);
boxes = game.add.group();
for (var i = 0; i < 10; i++)
{
var box = boxes.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 500), 'box');
box.name = 'box' + i;
box.scale.set(0.5);
// box.scale.set(game.rnd.realInRange(0.2, 0.7));
box.physicsEnabled = true;
box.body.setCollisionGroup(boxGroup);
box.body.collides(playerGroup);
box.body.collides(bulletGroup);
// box.body.mass = 10;
// box.body.setMaterial(boxMaterial);
// box.body.fixedRotation = true;
}
cursors = game.input.keyboard.createCursorKeys();
}
@@ -58,6 +95,12 @@ function fire() {
bullet.body.velocity.x = magnitude * Math.cos(angle);
bullet.body.velocity.y = magnitude * Math.sin(angle);
bullet.body.setCollisionGroup(bulletGroup);
bullet.body.collides(boxGroup);
// bullet.body.data.shapes[0].collisionGroup = BULLET;
// bullet.body.data.shapes[0].collisionMask = WORLD | BULLET;
}
}
@@ -80,11 +123,13 @@ function update() {
if (cursors.up.isDown)
{
cannon.body.moveForward(200);
// cannon.body.moveForward(200);
cannon.body.thrust(200);
}
else if (cursors.down.isDown)
{
cannon.body.moveBackward(200);
// cannon.body.moveBackward(200);
cannon.body.reverse(200);
}
var dx = game.input.activePointer.worldX - cannon.x;
+31 -18
View File
@@ -14,8 +14,8 @@ var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var box1;
var box2;
var boxes;
function create() {
@@ -39,40 +39,53 @@ function create() {
// game.physics.setBoundsToWorld();
game.physics.gravity.y = 20;
// game.physics.gravity.y = 9.78;
game.physics.setBoundsToWorld(true, true, false, true);
game.physics.world.gravity[1] = -20;
game.physics.friction = 0.5;
game.physics.world.solver.stiffness = 1e20;
game.physics.world.solver.relaxation = 3;
// Materials
var groundMaterial = game.physics.createMaterial('ground');
var characterMaterial = game.physics.createMaterial('character');
var boxMaterial = game.physics.createMaterial('box');
player = game.add.sprite(32, 320, 'dude');
player = game.add.sprite(100, -400, 'dude');
player.physicsEnabled = true;
player.body.fixedRotation = true;
player.body.setMaterial(characterMaterial);
player.body.mass = 1;
player.body.damping = 0.5;
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
box1 = game.add.sprite(200, 300, 'box');
box1.physicsEnabled = true;
// box1.body.fixedRotation = true;
box1.body.setMaterial(boxMaterial);
boxes = game.add.group();
box2 = game.add.sprite(400, 300, 'box');
box2.physicsEnabled = true;
// box2.body.fixedRotation = true;
box2.body.setMaterial(boxMaterial);
for (var i = 0; i < 50; i++)
{
var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(-200, 400), 'box');
// box.scale.set(0.5);
box.scale.set(game.rnd.realInRange(0.2, 0.7));
box.physicsEnabled = true;
box.body.mass = 10;
box.body.setMaterial(boxMaterial);
box.body.fixedRotation = true;
}
// Set the material along the ground
game.physics.setWorldMaterial(groundMaterial, false, false, false, true);
game.physics.setWorldMaterial(groundMaterial);
var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
console.log(groundCharacterCM);
console.log(boxGroundCM);
// game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
@@ -82,11 +95,9 @@ function create() {
function update() {
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
player.body.moveLeft(150);
player.body.moveLeft(200);
if (facing != 'left')
{
@@ -96,7 +107,7 @@ function update() {
}
else if (cursors.right.isDown)
{
player.body.moveRight(150);
player.body.moveRight(200);
if (facing != 'right')
{
@@ -106,6 +117,8 @@ function update() {
}
else
{
player.body.velocity.x = 0;
if (facing != 'idle')
{
player.animations.stop();
@@ -150,7 +163,7 @@ function render () {
// if (player.debug)
// {
// game.debug.renderPhysicsBody(player.body);
game.debug.renderPhysicsBody(player.body);
// game.debug.renderBodyInfo(player, 16, 24);
// }