Small new demo and refactored collision list - now far less comparisons to perform!

This commit is contained in:
Richard Davey
2013-09-13 04:22:12 +01:00
parent 0a42269479
commit 62d77e7038
8 changed files with 535 additions and 319 deletions
+15 -12
View File
@@ -19,12 +19,12 @@
function preload() {
game.load.image('carrot', 'assets/sprites/carrot.png');
game.load.image('star', 'assets/misc/star_particle.png');
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.image('dude', 'assets/sprites/phaser-dude.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.atlasJSONHash('pixies', 'assets/sprites/pixi_monsters.png', 'assets/sprites/pixi_monsters.json');
// game.load.image('carrot', 'assets/sprites/carrot.png');
// game.load.image('star', 'assets/misc/star_particle.png');
// game.load.image('diamond', 'assets/sprites/diamond.png');
// game.load.image('dude', 'assets/sprites/phaser-dude.png');
// game.load.image('coke', 'assets/sprites/cokecan.png');
// game.load.atlasJSONHash('pixies', 'assets/sprites/pixi_monsters.png', 'assets/sprites/pixi_monsters.json');
game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
}
@@ -33,18 +33,18 @@
game.stage.backgroundColor = 0x337799;
p = game.add.emitter(200, 100, 250);
p = game.add.emitter(100, 100, 250);
// p.width = 200;
// p.height = 200;
// keys, frames, quantity, collide
// p.makeParticles(['diamond', 'carrot', 'star']);
// p.makeParticles('balls', [0,1,2,3,4,5]);
p.makeParticles('pixies', [0,1,2,3]);
p.makeParticles('balls', [0,1,2,3,4,5]);
// p.makeParticles('pixies', [0,1,2,3]);
p.minParticleScale = 0.1;
p.maxParticleScale = 0.5;
// p.minParticleScale = 0.1;
// p.maxParticleScale = 0.5;
// Steady constant stream at 250ms delay and 10 seconds lifespan
// p.start(false, 10000, 250, 100);
@@ -56,11 +56,14 @@
p.gravity = 10;
p.start(false, 3000, 10);
game.add.tween(p).to({ emitX: 400 }, 1000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
}
function update() {
p.y = game.math.min(100, game.input.y);
}
function render() {