mirror of
https://github.com/wassname/phaser.git
synced 2026-08-02 13:00:25 +08:00
SAT implemented and working nicely at long last :)
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@@ -77,6 +77,7 @@
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<meta charset="UTF-8" />
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<title>phaser</title>
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<base href="../"></base>
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<script src="wip/SAT.js" type="text/javascript"></script>
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<?php
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require('../../build/config.php');
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@@ -0,0 +1,125 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
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}
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var sprite;
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var sprite2;
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var land;
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function create() {
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game.stage.backgroundColor = '#124184';
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// game.physics.gravity.y = 100;
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sprite = game.add.sprite(0, 300, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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// sprite.body.checkCollision.right = false;
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sprite.body.bounce.setTo(0.9, 0.9);
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// sprite.body.bounce.setTo(1, 1);
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// sprite.body.friction = 0;
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// sprite.scale.setTo(2, 2);
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// sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
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sprite2 = game.add.sprite(500, 300, '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(0.9, 0.9);
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// sprite2.body.bounce.setTo(1, 1);
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// sprite2.body.friction = 0;
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land = new SAT.Polygon(new SAT.Vector(), [
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new SAT.Vector(),
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new SAT.Vector(100,0),
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new SAT.Vector(50,75),
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]);
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land.pos.x = 300;
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land.pos.y = 500;
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// sprite2.x = sprite.body.right + 10;
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// sprite2.y = sprite.body.bottom + 10;
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// sprite.x = 300;
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// sprite.y = 100;
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// sprite2.x = 300;
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// sprite2.y = 300;
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// sprite2.body.velocity.y = -100;
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sprite2.body.velocity.x = -300;
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// game.add.tween(sprite.scale).to({x: 3, y: 3}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
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game.input.onDown.add(launch, this);
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}
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function launch() {
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// sprite.body.velocity.x = 150;
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// sprite.body.velocity.x = -400;
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// sprite.body.velocity.y = -400;
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sprite2.body.velocity.x = -100;
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sprite2.body.velocity.y = -100;
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}
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/*
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Tweening body scale test!
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sprite = game.add.sprite(300, 300, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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// sprite.body.checkCollision.right = false;
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sprite.body.bounce.setTo(1, 1);
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sprite.body.friction = 0;
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// sprite.scale.setTo(2, 2);
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sprite2 = game.add.sprite(500, 300, '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(1, 1);
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sprite2.body.friction = 0;
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game.add.tween(sprite.scale).to({x: 3, y: 3}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
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*/
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function update() {
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game.physics.collide(sprite, sprite2);
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}
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function render() {
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game.debug.renderPolygon(land);
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if (sprite)
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{
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game.debug.renderBodyInfo(sprite, 16, 24);
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}
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if (sprite)
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{
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game.debug.renderPolygon(sprite.body.polygons);
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}
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if (sprite2)
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{
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game.debug.renderPolygon(sprite2.body.polygons);
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}
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}
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@@ -36,7 +36,7 @@ function create() {
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for (var i = 0; i < 50; 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, 5));
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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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s.body.velocity.y = game.rnd.integerInRange(-100, -200);
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s.name = 'ball' + i;
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@@ -45,11 +45,15 @@ function create() {
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balls.setAll('body.collideWorldBounds', true);
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balls.setAll('body.bounce.x', 0.8);
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balls.setAll('body.bounce.y', 0.9);
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balls.setAll('body.minBounceVelocity', 0.9);
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balls.setAll('body.friction', 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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sprite.body.bounce.setTo(0.5, 0.5);
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sprite.body.minBounceVelocity = 0.9;
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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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