More collision test cases and fixing a few issues as I go :)

This commit is contained in:
Richard Davey
2013-09-13 03:07:39 +01:00
parent f812b92b8a
commit ecc91fb4e0
7 changed files with 167 additions and 9 deletions
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@@ -0,0 +1,100 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
}
var sprite;
var group;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// This will check Sprite vs. Group collision
sprite = game.add.sprite(32, 200, 'phaser');
sprite.name = 'phaser-dude';
group = game.add.group();
for (var i = 0; i < 50; i++)
{
var c = group.create(100 + Math.random() * 700, game.world.randomY, 'veggies', game.rnd.integerInRange(0, 36));
c.name = 'veg' + i;
c.body.immovable = true;
}
for (var i = 0; i < 20; i++)
{
// Here we'll create some chillis which the player can pick-up. They are still part of the same Group.
var c = group.create(100 + Math.random() * 700, game.world.randomY, 'veggies', 17);
c.name = 'chilli' + i;
c.body.immovable = true;
}
}
function update() {
sprite.velocity.x = 0;
sprite.velocity.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
sprite.velocity.x = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
sprite.velocity.x = 200;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
sprite.velocity.y = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
sprite.velocity.y = 200;
}
game.physics.collide(sprite, group, collisionHandler, null, this);
}
function collisionHandler (obj1, obj2) {
// If the player collides with the chillis then they get eaten :)
// The chilli frame ID is 17
console.log('Hit', obj2.name);
if (obj2.frame == 17)
{
obj2.kill();
}
}
})();
</script>
</body>
</html>
@@ -30,20 +30,25 @@
// This will check Sprite vs. Sprite collision using a custom process callback
sprite1 = game.add.sprite(50, 200, 'atari');
sprite1 = game.add.sprite(0, 200, 'atari');
sprite1.name = 'atari';
sprite1.body.velocity.x = 100;
// We'll use a random velocity here so we can test it in our processHandler
sprite1.body.velocity.x = 50 + Math.random() * 100;
// This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
sprite1.body.customSeparateX = true;
sprite2 = game.add.sprite(700, 220, 'mushroom');
sprite2 = game.add.sprite(750, 220, 'mushroom');
sprite2.name = 'mushroom';
sprite2.body.velocity.x = -100;
// We'll use a random velocity here so we can test it in our processHandler
sprite2.body.velocity.x = -(50 + Math.random() * 100);
// This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
sprite2.body.customSeparateX = true;
}
function update() {
// object1, object2, collideCallback, processCallback, callbackContext
game.physics.collide(sprite1, sprite2, collisionHandler, null, this);
game.physics.collide(sprite1, sprite2, collisionHandler, processHandler, this);
}
@@ -53,7 +58,23 @@
// For example you could test for velocity, health, etc.
// If you want the collision to be deemed successful this function must return true.
// In which case the collisionHandler will be called, otherwise it won't.
// Note: the objects will have already collided and separated by this point.
// Note: the objects will have already been separated by this point unless you have set
// their customSeparateX/Y flags to true. If you do that it's up to you to handle separation.
// Whichever one is going fastest wins, the other dies :)
if (obj1.body.velocity.x > Math.abs(obj2.body.velocity.x))
{
obj2.kill();
obj1.body.velocity.x = 0;
}
else
{
obj1.kill();
obj2.body.velocity.x = 0;
}
return true;
}