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