Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite.

You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite.
Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes.
Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
This commit is contained in:
photonstorm
2014-02-17 17:54:10 +00:00
parent 78bf874888
commit cad14848e8
10 changed files with 332 additions and 93 deletions
+69
View File
@@ -0,0 +1,69 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { create: create, update: update });
var graphics;
var sprite;
function create() {
graphics = game.add.graphics(0, 0);
// we don't need it to render, we're just using it as a texture
graphics.visible = false;
// set a fill and line style
graphics.beginFill(0xFF3300);
graphics.lineStyle(10, 0xffd900, 1);
// draw a shape
graphics.moveTo(0,50);
graphics.lineTo(250, 50);
graphics.lineTo(100, 100);
graphics.lineTo(250, 220);
graphics.lineTo(50, 220);
graphics.lineTo(0, 50);
graphics.endFill();
// set a fill and line style again
graphics.lineStyle(10, 0xFF0000, 0.8);
graphics.beginFill(0xFF700B, 1);
// draw a second shape
graphics.moveTo(210,300);
graphics.lineTo(450,320);
graphics.lineTo(570,350);
graphics.lineTo(580,20);
graphics.lineTo(330,120);
graphics.lineTo(410,200);
graphics.lineTo(210,300);
graphics.endFill();
// draw a rectangle
graphics.lineStyle(2, 0x0000FF, 1);
graphics.drawRect(50, 250, 100, 100);
sprite = game.add.sprite(100, 100, graphics.generateTexture());
// graphics.inputEnabled = true;
// graphics.events.onInputDown.add(clicked, this);
}
function clicked() {
console.log('boom');
// draw a circle
graphics.lineStyle(0);
graphics.beginFill(0xFFFF0B, 0.5);
graphics.drawCircle(470, 200,100);
graphics.lineStyle(20, 0x33FF00);
graphics.moveTo(30,30);
graphics.lineTo(600, 300);
}
function update() {
}
+100 -25
View File
@@ -9,19 +9,23 @@ function preload() {
game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
game.load.image('player', 'assets/sprites/phaser-dude.png');
game.load.image('box', 'assets/sprites/ufo.png');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
}
var ship;
var map;
var tileset;
var layer;
var p;
var b;
var cursors;
var box2;
function create() {
// game.stage.backgroundColor = '#787878';
game.stage.backgroundColor = '#787878';
map = game.add.tilemap('map');
@@ -29,39 +33,59 @@ function create() {
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
// layer = map.createLayer('Tile Layer 1');
layer = map.createLayer('Tile Layer 1');
layer.resizeWorld();
// layer.resizeWorld();
p = game.add.sprite(32, 32, 'player');
b = game.add.sprite(600, 400, 'player');
b.physicsEnabled = true;
ship = game.add.sprite(200, 200, 'ship');
// ship.physicsEnabled = true;
// p = game.add.sprite(32, 32, 'player');
// b = game.add.sprite(300, 300, 'player');
// b.physicsEnabled = true;
// b.body.static = true;
// b.body.mass = 1;
// b.body.data.motionState = 2;
// b.body.kinematic = true;
// b.body.clearShapes();
b.body.addLine(32, 0, 0, 0.2);
// b.body.addLine(64, 0, 0, 0);
// b.body.fixedRotation = true;
// b.body.static = true;
var ox = 192;
var oy = 352;
var data = [0,0 , 0, -32 , 32, -64 , 64, -64 , 64,-96, 128,-96, 160,-128, 192,-128, 192,-96, 160,-64, 96,-64, 96,-32, 32,-32, 32,0, 0,0];
var output = [];
var data = [[0,0] , [0, -32] , [32, -64] , [64, -64] , [64,-96], [128,-96], [160,-128], [192,-128], [192,-96], [160,-64], [96,-64], [96,-32], [32,-32], [32,0]];
for (var i = 0; i < data.length; i += 2)
{
output.push(ox + data[i]);
output.push(oy + data[i+1]);
}
// "x":192,
// "y":352
console.log(output);
b = game.physics.createBody(192, 352, 0, true, {}, data);
// var re = b.body.addPolygon({}, output);
// console.log(output);
console.log(data.length);
// var re = b.body.addPolygon({removeCollinearPoints:true}, data);
// var re = b.body.addPolygon({removeCollinearPoints:true}, data);
// console.log(data.length);
// console.log(re);
console.log(output);
console.log(b.body.data.shapes[0].vertices);
// console.log(output);
// console.log(b.body.data.shapes[0].vertices);
box2 = game.add.sprite(200, 200, 'box');
box2.name = 'bob';
box2.anchor.set(0.5);
box2.physicsEnabled = true;
// box2.body.mass = 1;
// box2.body.data.motionState = 1;
box2.body.fixedRotation = true;
game.camera.follow(p);
// game.camera.follow(p);
cursors = game.input.keyboard.createCursorKeys();
@@ -69,20 +93,71 @@ function create() {
function update() {
// if (cursors.left.isDown)
// {
// p.x -= 4;
// }
// else if (cursors.right.isDown)
// {
// p.x += 4;
// }
if (cursors.left.isDown)
{
p.x -= 4;
box2.body.moveLeft(400);
}
else if (cursors.right.isDown)
{
p.x += 4;
box2.body.moveRight(400);
}
else if (!cursors.left.isDown && !cursors.right.isDown)
{
box2.body.data.force[0] = 0;
}
if (cursors.up.isDown)
{
box2.body.moveUp(400);
}
else if (cursors.down.isDown)
{
box2.body.moveDown(400);
}
/* 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.renderCameraInfo(game.camera, 420, 320);
game.debug.renderPhysicsBody(b.body);
game.debug.renderText(box2.body.velocity.x, 32, 32);
game.debug.renderText(box2.body.velocity.y, 32, 64);
// game.debug.renderText(b.body.velocity.x, 32, 32);
// game.debug.renderText(b.body.velocity.y, 32, 64);
game.debug.renderPhysicsBody(b);
// game.debug.renderPhysicsBody(ship.body);
}