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Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples.
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<?php
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$title = "Angular Acceleration";
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require('../head.php');
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?>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('arrow', 'assets/sprites/arrow.png');
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}
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var sprite;
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function create() {
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game.stage.backgroundColor = '#0072bc';
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sprite = game.add.sprite(400, 300, 'arrow');
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sprite.anchor.setTo(0.5, 0.5);
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// We'll set a lower max angular velocity here to keep it from going totally nuts
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sprite.body.maxAngular = 500;
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// Apply a drag otherwise the sprite will just spin and never slow down
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sprite.body.angularDrag = 50;
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}
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function update() {
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// Reset the acceleration
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sprite.body.angularAcceleration = 0;
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// Apply acceleration if the left/right arrow keys are held down
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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sprite.body.angularAcceleration -= 200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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sprite.body.angularAcceleration += 200;
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}
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}
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function render() {
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game.debug.renderSpriteInfo(sprite, 32, 32);
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game.debug.renderText('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
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game.debug.renderText('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
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game.debug.renderText('angularDrag: ' + sprite.body.angularDrag, 32, 264);
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game.debug.renderText('deltaZ: ' + sprite.body.deltaZ(), 32, 296);
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}
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</script>
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<?php
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require('../foot.php');
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?>
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