New 'thrust' demo. Added Body.moveLeft, moveRight, moveUp, moveDown, rotateLeft, rotateRight and thrust methods. Also hooked up force and created an asteroids style example.

This commit is contained in:
photonstorm
2014-02-11 01:52:10 +00:00
parent 58102168aa
commit 5b64b01068
4 changed files with 141 additions and 94 deletions
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After

Width:  |  Height:  |  Size: 913 B

+9 -2
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@@ -3,6 +3,7 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('box', 'assets/sprites/block.png');
}
@@ -21,17 +22,23 @@ function px2p(v) {
function create() {
game.world.setBounds(0, 0, 1920, 1200);
game.add.sprite(0, 0, 'backdrop');
box = game.add.sprite(200, 200, 'box');
box.anchor.set(0.5);
box.physicsEnabled = true;
box2 = game.add.sprite(400, 100, 'box');
box2.anchor.set(0.5);
box2 = game.add.sprite(400, 200, 'box');
box2.anchor.set(0.5); // if using physics you nearly always need to anchor from the center like this unless you don't need rotation
// box2.scale.set(2); // if you need to scale, do it BEFORE enabling physics. You can't do it at run-time.
box2.physicsEnabled = true;
box2.body.setZeroDamping();
box2.body.fixedRotation = true;
game.camera.follow(box2);
cursors = game.input.keyboard.createCursorKeys();
game.physics.defaultRestitution = 0.8;
+69
View File
@@ -0,0 +1,69 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
}
var ship;
var cursors;
function p2px(v) {
return v *= -20;
}
function px2p(v) {
return v * -0.05;
}
function create() {
game.world.setBounds(0, 0, 1920, 1200);
var bg = game.add.sprite(0, 0, 'backdrop');
bg.alpha = 0.2;
ship = game.add.sprite(200, 200, 'ship');
ship.anchor.set(0.5);
ship.physicsEnabled = true;
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
game.physics.defaultRestitution = 0.8;
}
function update() {
if (cursors.left.isDown)
{
ship.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(100);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(400);
}
}
function render() {
// game.debug.renderText('x: ' + box2.body.velocity.x, 32, 32);
// game.debug.renderText('y: ' + box2.body.velocity.y, 32, 64);
}
+63 -92
View File
@@ -31,8 +31,6 @@ Phaser.Physics.Body = function (sprite) {
*/
this.offset = new Phaser.Point();
// force
this.shape = null;
this.data = new p2.Body({ position:[this.px2p(sprite.x), this.px2p(sprite.y)], mass: 1 });
@@ -43,16 +41,9 @@ Phaser.Physics.Body = function (sprite) {
this.velocity = new Phaser.Physics.PointProxy(this.data.velocity);
/**
* @property {number} _sx - Internal cache var.
* @private
* @property {Phaser.PointProxy} force - The force applied to the body.
*/
this._sx = sprite.scale.x;
/**
* @property {number} _sy - Internal cache var.
* @private
*/
this._sy = sprite.scale.y;
this.force = new Phaser.Physics.PointProxy(this.data.force);
// Set-up the default shape
this.setRectangle(sprite.width, sprite.height, 0, 0);
@@ -124,6 +115,17 @@ Phaser.Physics.Body.prototype = {
// toLocalFrame
// toWorldFrame
/**
* If this Body is dynamic then this will zero its velocity on both axis.
*
* @method Phaser.Physics.Body#setZeroRotation
*/
setZeroRotation: function () {
ship.body.angularVelocity = 0;
},
/**
* If this Body is dynamic then this will zero its velocity on both axis.
*
@@ -148,6 +150,47 @@ Phaser.Physics.Body.prototype = {
},
/**
* This will rotate the Body by the given speed to the left (counter-clockwise).
*
* @method Phaser.Physics.Body#rotateLeft
* @param {number} speed - The speed at which it should rotate.
*/
rotateLeft: function (speed) {
this.data.angularVelocity = this.px2p(speed);
},
/**
* This will rotate the Body by the given speed to the left (clockwise).
*
* @method Phaser.Physics.Body#rotateRight
* @param {number} speed - The speed at which it should rotate.
*/
rotateRight: function (speed) {
this.data.angularVelocity = this.px2p(-speed);
},
/**
* Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
*
* @method Phaser.Physics.Body#thrust
* @param {number} speed - The speed at which it should thrust.
*/
thrust: function (speed) {
var magnitude = this.px2p(-speed);
var angle = this.data.angle + Math.PI / 2;
this.data.force[0] += magnitude * Math.cos(angle);
this.data.force[1] += magnitude * Math.sin(angle);
},
/**
* If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
@@ -200,28 +243,6 @@ Phaser.Physics.Body.prototype = {
},
/**
* Internal method that updates the Body scale in relation to the parent Sprite.
*
* @method Phaser.Physics.Body#updateScale
* @protected
*/
updateScale: function () {
// if (this.polygon)
// {
// this.polygon.scale(this.sprite.scale.x / this._sx, this.sprite.scale.y / this._sy);
// }
// else
// {
// this.shape.r *= Math.max(this.sprite.scale.x, this.sprite.scale.y);
// }
this._sx = this.sprite.scale.x;
this._sy = this.sprite.scale.y;
},
/**
* Internal method that updates the Body position in relation to the parent Sprite.
*
@@ -233,18 +254,6 @@ Phaser.Physics.Body.prototype = {
// this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
// this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
// This covers any motion that happens during this frame, not since the last frame
// this.preX = this.x;
// this.preY = this.y;
// this.preRotation = this.sprite.angle;
// this.rotation = this.preRotation;
if (this.sprite.scale.x !== this._sx || this.sprite.scale.y !== this._sy)
{
this.updateScale();
}
},
/**
@@ -255,55 +264,13 @@ Phaser.Physics.Body.prototype = {
*/
postUpdate: function () {
/*
if (this.moves)
{
this.game.physics.checkBounds(this);
this.reboundCheck(true, true, true);
this._dx = this.deltaX();
this._dy = this.deltaY();
if (this._dx < 0)
{
this.facing = Phaser.LEFT;
}
else if (this._dx > 0)
{
this.facing = Phaser.RIGHT;
}
if (this._dy < 0)
{
this.facing = Phaser.UP;
}
else if (this._dy > 0)
{
this.facing = Phaser.DOWN;
}
if (this._dx !== 0 || this._dy !== 0)
{
this.sprite.x += this._dx;
this.sprite.y += this._dy;
}
if (this.allowRotation && this.deltaZ() !== 0)
{
this.sprite.angle += this.deltaZ();
}
if (this.sprite.scale.x !== this._sx || this.sprite.scale.y !== this._sy)
{
this.updateScale();
}
}
*/
this.sprite.x = this.p2px(this.data.position[0]);
this.sprite.y = this.p2px(this.data.position[1]);
this.sprite.rotation = this.data.angle;
if (!this.fixedRotation)
{
this.sprite.rotation = this.data.angle;
}
},
@@ -465,7 +432,9 @@ Phaser.Physics.Body.prototype = {
* @return {number} The scaled value.
*/
p2px: function (v) {
return v *= -20;
},
/**
@@ -476,7 +445,9 @@ Phaser.Physics.Body.prototype = {
* @return {number} The scaled value.
*/
px2p: function (v) {
return v * -0.05;
}
};