Working gravity + contacts + platformer demo :)

This commit is contained in:
photonstorm
2014-02-18 17:25:54 +00:00
parent 1e29e28333
commit 7a8c96db37
3 changed files with 214 additions and 7 deletions
+157
View File
@@ -0,0 +1,157 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
game.load.image('background', 'assets/games/starstruck/background2.png');
game.load.image('box', 'assets/sprites/block.png');
}
var player;
var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var box1;
var box2;
function create() {
game.stage.backgroundColor = '#000000';
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
bg.fixedToCamera = true;
// map = game.add.tilemap('level1');
// map.addTilesetImage('tiles-1');
// map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]);
// layer = map.createLayer('Tile Layer 1');
// Un-comment this on to see the collision tiles
// layer.debug = true;
// layer.resizeWorld();
// game.physics.setBoundsToWorld();
game.physics.gravity.y = 20;
game.physics.friction = 0.5;
// 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.physicsEnabled = true;
player.body.fixedRotation = true;
player.body.setMaterial(characterMaterial);
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);
box2 = game.add.sprite(400, 300, 'box');
box2.physicsEnabled = true;
// box2.body.fixedRotation = true;
box2.body.setMaterial(boxMaterial);
// Set the material along the ground
game.physics.setWorldMaterial(groundMaterial, false, false, false, true);
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
// game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function update() {
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
player.body.moveLeft(150);
if (facing != 'left')
{
player.animations.play('left');
facing = 'left';
}
}
else if (cursors.right.isDown)
{
player.body.moveRight(150);
if (facing != 'right')
{
player.animations.play('right');
facing = 'right';
}
}
else
{
if (facing != 'idle')
{
player.animations.stop();
if (facing == 'left')
{
player.frame = 0;
}
else
{
player.frame = 5;
}
facing = 'idle';
}
}
if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump())
{
player.body.moveUp(300);
jumpTimer = game.time.now + 750;
}
}
function checkIfCanJump(){
var yAxis = p2.vec2.fromValues(0,1);
var result = false;
for(var i=0; i<game.physics.world.narrowphase.contactEquations.length; i++){
var c = game.physics.world.narrowphase.contactEquations[i];
if(c.bi === player.body.data || c.bj === player.body.data){
var d = p2.vec2.dot(c.ni,yAxis); // Normal dot Y-axis
if(c.bi === player.body.data) d *= -1;
if(d > 0.5) result = true;
}
}
return result;
}
function render () {
// if (player.debug)
// {
// game.debug.renderPhysicsBody(player.body);
// game.debug.renderBodyInfo(player, 16, 24);
// }
}
+2 -2
View File
@@ -34,7 +34,7 @@ Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "x", {
set: function (value) {
this.destination[0] *= -value;
this.destination[0] = -value;
}
@@ -54,7 +54,7 @@ Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "y", {
set: function (value) {
this.destination[1] *= -value;
this.destination[1] = -value;
}
+55 -5
View File
@@ -54,6 +54,12 @@ Phaser.Physics.World = function (game) {
*/
this.bounds = null;
/**
* @property {array} _wallShapes - The wall bounds shapes.
* @private
*/
this._wallShapes = [ null, null, null, null ];
/**
* @property {Phaser.Signal} onBodyAdded - Dispatched when a new Body is added to the World.
*/
@@ -216,6 +222,45 @@ Phaser.Physics.World.prototype = {
},
/**
* Sets the given material against the 4 bounds of this World.
*
* @method Phaser.Physics#setWorldMaterial
* @param {Phaser.Physics.Material} material - The material to set.
* @param {boolean} [left=true] - If true will set the material on the left bounds wall.
* @param {boolean} [right=true] - If true will set the material on the right bounds wall.
* @param {boolean} [top=true] - If true will set the material on the top bounds wall.
* @param {boolean} [bottom=true] - If true will set the material on the bottom bounds wall.
*/
setWorldMaterial: function (material, left, right, top, bottom) {
if (typeof left === 'undefined') { left = true; }
if (typeof right === 'undefined') { right = true; }
if (typeof top === 'undefined') { top = true; }
if (typeof bottom === 'undefined') { bottom = true; }
if (left && this._wallShapes[0])
{
this._wallShapes[0].material = material;
}
if (right && this._wallShapes[1])
{
this._wallShapes[1].material = material;
}
if (top && this._wallShapes[2])
{
this._wallShapes[2].material = material;
}
if (bottom && this._wallShapes[3])
{
this._wallShapes[3].material = material;
}
},
/**
* Sets the bounds of the Physics world to match the given world pixel dimensions.
* You can optionally set which 'walls' to create: left, right, top or bottom.
@@ -264,22 +309,26 @@ Phaser.Physics.World.prototype = {
if (left)
{
this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
this._wallShapes[0] = new p2.Plane();
this.bounds.addShape(this._wallShapes[0], [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
}
if (right)
{
this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(hw), 0], -1.5707963267948966 );
this._wallShapes[1] = new p2.Plane();
this.bounds.addShape(this._wallShapes[1], [this.game.math.px2p(hw), 0], -1.5707963267948966 );
}
if (top)
{
this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(-hh)], -3.141592653589793 );
this._wallShapes[2] = new p2.Plane();
this.bounds.addShape(this._wallShapes[2], [0, this.game.math.px2p(-hh)], -3.141592653589793 );
}
if (bottom)
{
this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(hh)] );
this._wallShapes[3] = new p2.Plane();
this.bounds.addShape(this._wallShapes[3], [0, this.game.math.px2p(hh)] );
}
this.world.addBody(this.bounds);
@@ -514,9 +563,10 @@ Phaser.Physics.World.prototype = {
* @method Phaser.Physics.World#createContactMaterial
* @param {Phaser.Physics.Material} [materialA] - The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.
* @param {Phaser.Physics.Material} [materialB] - The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.
* @param {object} [options] - Material options object.
* @return {Phaser.Physics.ContactMaterial} The Contact Material that was created.
*/
createContactMaterial: function (materialA, materialB) {
createContactMaterial: function (materialA, materialB, options) {
if (typeof materialA === 'undefined') { materialA = this.createMaterial(); }
if (typeof materialB === 'undefined') { materialB = this.createMaterial(); }