mirror of
https://github.com/wassname/phaser.git
synced 2026-07-21 12:40:56 +08:00
Adjusted delta timer cap and fixed some typos and more examples.
This commit is contained in:
@@ -28,7 +28,6 @@ function create() {
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sprites.setAll('body.collideWorldBounds', true);
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sprites.setAll('body.bounce.x', 1);
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sprites.setAll('body.bounce.y', 1);
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sprites.setAll('body.friction', 0);
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sprites.setAll('body.minBounceVelocity', 0);
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}
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@@ -1,5 +1,5 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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@@ -6,7 +6,7 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
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function preload() {
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game.load.tilemap('matching', 'assets/maps/phaser_tiles.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/tiles/phaser_tiles.png', 100, 100, -1, 1, 1);
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game.load.image('tiles', 'assets/tiles/phaser_tiles.png');
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}
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@@ -41,9 +41,9 @@ function create() {
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map = game.add.tilemap('matching');
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tileset = game.add.tileset('tiles');
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// tileset = game.add.tileset('tiles');
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layer = game.add.tilemapLayer(0, 0, 600, 600, tileset, map, 0);
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// layer = game.add.tilemapLayer(0, 0, 600, 600, tileset, map, 0);
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marker = game.add.graphics();
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marker.lineStyle(2, 0x00FF00, 1);
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@@ -21,19 +21,25 @@ function create() {
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s.name = 'alien' + s;
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s.body.collideWorldBounds = true;
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s.body.bounce.setTo(0.8, 0.8);
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s.body.friction = 0;
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s.body.minVelocity.setTo(0, 0);
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s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
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}
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car = game.add.sprite(400, 300, 'car');
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car.anchor.setTo(0.5, 0.5);
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car.body.collideWorldBounds = true;
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car.body.bounce.setTo(0.8, 0.8);
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// car.body.bounce.setTo(0.8, 0.8);
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car.body.allowRotation = true;
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// car.body.immovable = true;
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// car.body.minBounceVelocity = 0;
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}
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function update() {
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game.physics.collide(car, aliens);
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car.body.velocity.x = 0;
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car.body.velocity.y = 0;
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car.body.angularVelocity = 0;
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@@ -52,12 +58,10 @@ function update() {
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car.body.velocity.copyFrom(game.physics.velocityFromAngle(car.angle, 300));
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}
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game.physics.collide(car, aliens);
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}
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function render() {
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game.debug.renderSpriteInfo(car, 32, 32);
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game.debug.renderBodyInfo(car, 16, 24);
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}
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+18
-26
@@ -34,7 +34,7 @@ function create() {
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balls = game.add.group();
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for (var i = 0; i < 50; i++)
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for (var i = 0; i < 30; i++)
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{
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var s = balls.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 200), 'balls', game.rnd.integerInRange(0, 6));
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s.body.velocity.x = game.rnd.integerInRange(-400, 400);
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@@ -48,6 +48,11 @@ function create() {
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balls.setAll('body.minBounceVelocity', 0.9);
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balls.setAll('body.friction', 0.5);
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sprite2 = game.add.sprite(300, 250, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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// sprite2.body.bounce.setTo(0.5, 0.5);
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sprite = game.add.sprite(300, 100, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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@@ -55,10 +60,6 @@ function create() {
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sprite.body.bounce.setTo(0.5, 0.9);
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sprite.body.friction = 0.5;
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sprite2 = game.add.sprite(300, 250, 'gameboy', 2);
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sprite2.name = 'yellow';
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sprite2.body.collideWorldBounds = true;
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// sprite2.body.bounce.setTo(0.5, 0.5);
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game.input.onDown.add(launch, this);
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@@ -66,8 +67,10 @@ function create() {
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function launch() {
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sprite.body.velocity.x = -200;
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sprite.body.velocity.y = -200;
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game.time._x = true;
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// sprite.body.velocity.x = -200;
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// sprite.body.velocity.y = -200;
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}
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@@ -85,28 +88,17 @@ function update() {
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game.physics.collide(sprite, layer);
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game.physics.collide(sprite2, layer);
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game.physics.collide(sprite, sprite2);
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if (!flag)
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{
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for (var i = 0; i < balls._container.children.length; i++)
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{
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if (balls._container.children[i].y < 5 && balls._container.children[i].body.velocity.y === 0)
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{
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balls._container.children[i].alpha = 0.5;
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console.log(balls._container.children[i]);
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flag = true;
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}
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}
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}
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}
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function render() {
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if (sprite)
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{
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game.debug.renderBodyInfo(sprite, 20, 30);
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}
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game.debug.renderText(game.time.fps + ' (min: ' + game.time.fpsMin + ' max: ' + game.time.fpsMax + ') ' + game.time.physicsElapsed, 32, 32);
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// if (sprite)
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// {
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// // game.debug.renderBodyInfo(sprite, 20, 30);
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// game.debug.renderBodyInfo(sprite2, 20, 230);
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// }
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}
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